Even More D&D Spells based on aiweirdness.com
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These are prompted samples from https://aiweirdness.com using GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list, more information on https://iforcedabot.com.
Spells in Alphabetical Order
Acter Lor distertion
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You transform a willing creature you touch. Until the spell ends, that creature becomes invisible but sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The target can use an action to exhale a single of its kind in a 40-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature’s size is reduced to 0; if it is larger, it is restrained, and when it reaches the bottom of the cube, it escapes. The trapped creature can escape using only one successful use of its speed bonus (4+ moves per round until the spell ends) or by spending 4 feet of movement. Once a creature uses its movement to escape, that creature uses all its movement to move one mile and then makes the saving throw. The creature escapes from this spell by swallowing up its food and leaving a trail of footprints behind it. The creature must use its movement to move to a space within range and repeat the saving throw, if possible. While the trapped creature can escape using only one movement action, it can only do so by using its movement to move one mile and then reusing all its movement to do so. This spell ends if you use your movement to move two miles and then use your movement to move two miles and so on. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 100
Duration: Instantaneous
A piece of metal lies on the ground (10 feet in diameter) within range. If the piece of metal strikes a creature, the piece of metal is automatically broken. The piece of metal strikes with a 5-foot-diameter arc of downward force, and the creature that strikes it must make a Strength saving throw. On a failed save, it takes 14d6 piercing damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates an unoccupied space within range for you and each creature that starts its turn within 10 feet of it must succeed on a Wisdom saving throw or drop whatever it was holding and return to its normal spot within 10 feet. If you cast this spell using a spell slot of 5th level or higher, the space becomes a contiguous 5-foot cube. For example, you could create a contiguous 5-foot cube for creatures you choose, such as giant slimes, by pouring down a vial of water from under the creature. If you cast this spell using a spell slot of 7th level or lower, any creature that starts its turn in the area takes 4d6 cold damage and must succeed on a Dexterity saving throw or take 6d6 acid damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration:
Concentration
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create three tiny pillars of stone at the center of an unoccupied space that you can see within range. When you cast this spell, you can designate a password that carries over to its original password. When you use this spell, the pillar creates no forces and is invisible to hostile creatures and magical plants. Creatures and magical plants that detect the pillar can use that creature’s mystics on it to examine it for signs of magical activity. A creature that detect’s magic requires a willing creature’s willing creature to speak the password for it to believe it can decode the password. If the creature can decode the password perfectly, it can decode the pillar as well. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You point in a direction you choose, including to a point where there are no foes within range, and the radius of the effect can have effects that extend over the entire visible range of your spell. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
This spell allows a creature of your choice that you can see within range and that can hear you to make a Wisdom saving throw. When you make the spell, any creature within 5 feet of you who is no longer in line behind you takes 6d8 thunder damage. The spell then goes silent for the duration. At the end of each of the 6d8 rounds that you have spent casting this spell, you can reduce the damage by one, but not more. At the end of each of the 60 rounds that you have spent casting this spell, you can use three different effects of your choice, instead of using any effects. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 10 Days
Duration:
Your magical abilities fade when you finish a long rest. You reroll any number of d10s of 15 or higher as part of casting this spell. While you are casting or casting a casting of another spell, you can use your action to reroll any d10s of all the spells you cast in one go, ending the effect on yourself on a success. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You choose a place within range to be illuminated. The light doesn’t harm any creature or illuminate an object, structure, or other source of light. When a target appears in a place where the light doesn’t radiate, the target takes 1d12 radiant damage, and it has disadvantage on saving throws and Strength saving throws. On a successful save, the target takes half as much damage and is blinded for 1 minute. On a failed save, the target takes half the same amount of damage and has its hit point maximum reduced accordingly. Light 120 Concentration, up to 1 minute You create a magical light that can illuminate a willing creature within range for the duration. Until the spell ends, you also instantaneously light the light up to 300 feet away, making it a luminous, 10-foot radius light. The light can penetrate armor, mummies, and other nonmagical barriers, but it is blocked by celestials, elementals, fey, fey demonology, or the light of a fey demon. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 10
Duration:
You summon an incorruptible creature to serve as your faithful guardian, a creature that appears as an object weighing 5 pounds or fewer and that lasts until dispelled. Your nature determines the creature’s defenses and determines how it attacks. If the creature uses its action to make a melee attack against a target within your reach, you can use your action to dismiss the creature as an action. It appears to make an unblinking decision and radiates magical energy at the target that resists its attacks. You can use your action to dismiss the creature if you have it. If you do so, the creature takes 2d6 necrotic damage and must make a Constitution saving throw. If you have it on the same plane of existence as you, you can also dismiss it as an action on your turn. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell creates an undead servant composed of thorns and sticks that grow larger and larger throughout your whole life and resemble the creatures that you fight in the video game Mass Effect: Andromeda. Choose a tree, a swamp, a grove of trees, a swampy meadow, a grove of trees with thickets (including those on the ground), or a forest or an open field that you can see. All the creatures in each category have advantage on Constitution saving throws. The Huge or smaller creatures in any of the categories also take 10d6 bludgeoning damage, or half as much damage on a Strength saving throw. If you throw this spell against a creature that isn't a tree or shrub, its Strength saving throw is reduced by 5, and it is also reduced by 1 until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 5d6 for each slot level above 2nd. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell reveals a location where an undead creature that falls within 300 feet of you causes it to erupt and make terrifying screech noises. Choose one creature within 300 feet of you who is friendly to you or charmed by you. The creature’s speed is halved, and it makes a melee spell attack against the creature that fled from you. On a hit, the creature must succeed on a Constitution saving throw or its speed drops to 1 until it escapes. It takes 14d6 thunder damage and 14d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if the creature is caught in an unoccupied space within 30 feet of you. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A sphere of radiance appears at a point of your choice within range and lasts for the duration. It appears to be a sphere with a diameter of 30 feet and a height of 1 foot. It appears to be transparent and has a diameter of 30 feet. Until the spell ends, a flammable liquid that you can reach is spilled over the sphere, forming a layer of fog and slowly falling objects, spells, and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the flammable layer increases to 60 feet and the height of the fog increases to 25 feet. When you use a spell slot of 8th level or higher, the radius of the flammable layer increases to 100 feet and the height of the fog increases to 25 feet. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Until the spell ends, you can use a bonus action to make a melee spell attack using your spellcasting ability, and you make the attack using your spellcasting ability. On a hit, a creature uses its reaction to move to the attacker’s left side, directly against your command, and then makes the attack from behind the ’s ‗‘‘ edge, passing behind the ’s edge in any but one of its turns. If the spell fails to reach its full effect, the creature takes 8d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, damage increases by 1d8 for each slot level above 1st. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a magic mirror appear wherever you are located within range. Choose a location you can see on the ground, up to 60 feet on one side, up to 40 feet on the other, up to 50 feet on the other side, up to 50 feet on the ramp at the top, 50 feet on the roof, up to 1,000 feet on the ground, up to 5 feet below the surface, or 50 feet above the sandbridge at the base of any cliff or trench. If you create a mirror on ground that you can see within range, the spell fails and you take 1d10 radiant damage, and you can use your action on a second hit to shatter the mirror and cause enough of its light to illuminate the area for 1 minute. You can switch between the two conditions in 1 minute. In both cases, you must use your action to affect the second one. If the first condition is not met, the spell fails and you take 2d10 necrotic damage, and half as much damage on each of your turns. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You choose one object weighing as much as 100 pounds when it is first created. That object is then magically transported to another container weighing as much as 50 pounds, provided that the container has a normal container space and an opening to allow for humanoids or creatures. If you have seen a phantom limb before, it appears to be a finger, if you have seen a true image of the limb (a real image of the limb is not possible), and if the limb is part of a creature’s physical body, that creature must succeed on a Constitution saving throw or become paralyzed for 1 minute on a failed save. Such a creature can be a celestial, a fey, or a fiend (your choice which creature’s natural state you use as a measure of its mental state, and it can be a creature that is friendly to you or hostile to you). You can mentally command the creature to move up to 30 feet before returning to the ground for a second time on a successful save. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: 24 hours
This spell makes magic items and mundane objects vanish, appearing only in dim light and made of fog. Each target must make a Wisdom saving throw. A target takes 3d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a target can benefit from one or more of the following effects when it w as created: • You can use a bonus action to create a magical invisibility cloak in an unoccupied space that can be tapped to give it invisibility, making it a shadow component of the w as created. • You can use an action to dismiss a spell in which you are casting a spell as an action, causing it to fail and leaving it w as created. • You can dismiss an item created by this spell as an action, causing it to automatically be removed from an unoccupied space that it can’t be tapped to drop without dealing it any extra damage. While at least one creature has audible communication with you through the invisibility cloak, you have heard the voice of the dead. You can also cast this spell while you are incapacitated, as if you w as created by the undead servant spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You touch a magical object or a place that you can see within range. The object or place remains neutral until the spell ends. A creature can use an action to dismiss the object or place. The spell ends if it is destroyed by fire. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a successful save, the target takes 1d8 necrotic damage (if you have it) and isn’t poisoned. On a failed save, the target takes 10d8 necrotic damage. To a creature immune to necrotic damage, this damage looks like a star, but it doesn’t have a name nor has any sort of magical component. To a creature immune to poison damage, the damage looks like a gas, but it doesn’t have a name nor has any sort of magical component. The effect can be reduced or eliminated entirely. Alternatively, you can cause a creature or an object to become immune to poison damage, and the creature or object can use its reaction to make a saving throw. On a successful save, the creature or object takes half as much damage and doesn’t succumb to the effects of the poison. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Lor takes the form of a demon and forms a direct link between her and the current incarnation of her deity. She becomes friendly to you as long as you aren’t attacking or incapacitated her. This link isn’t permanent, but disappears when your next combat maneuver ends. You can use this link to issue a command to the current incarnation, making the move again if needed. You can also issue a general command, such as to guard a particular chamber or corridor. If Lor starts her link spell on the current incarnation’s turn, it lasts until she dies. Otherwise, she becomes friendly to you for the duration. You can dismiss the spell immediately, causing it to dismiss itself. If you cast it multiple times, it can have additional effects depending on the number of times you have cast it. You can have the same effect over and over again. For example, you could dismiss it every time you open a door, use it when you cast an ethereal spell, and so on. While Lor is animated, you can perform any spell you commanded while she is linked to you. You can also choose to keep her linked to you when you perform a Divine Dance spell, such as with your spear or your pole dance spell, and when you cast the spell linked to you as an action on your turn. You might also link her to you while she is incapacitated. If you would bind her to a physical object or service object that is worn by one other creature, the linked creature can use that object to perform any spell she chooses for herself, and she could perform any spell she chooses for another creature. She might command creatures to move, light torches, crack cargoes, light mummies, or even set them on fire. If she specifically tells you to do so, that creature can use her command to do whatever it wishes. You could cause the link to do whatever the creature desires, subjecting it to whatever restrictions some other spell of your choice might have. Then, during the duration of the spell, it can use whatever spell of your choice that is most efficient at dealing with the creature it is linked to effectively to do whatever it wishes. When you cast this spell, you can have an uncontrolled link triggered by an effect, such as casting a spell linked to an affected creature, that would trigger an uncontrolled spell linking other creatures. The trigger can be discerned by looking at the creature’s symbol, which you choose from any appropriate set of symbol cards. You can use this ability only once per turn. To activate it again, you need to have the creature linked to you by at least one symbol. Both times, a triggering triggered by an effect requires you to use another spell slot expended instead. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature of 5th level or lower, along with all its equipment and weapons, falls prone if it is about to fall. So if you fall and hit an object or creature holding a bolt of lightning, the object or creature catches the lightning before it lands. So if you fall and hit an object or creature holding a holy symbol glyph, that creature catches the glyph before it lands. You can use an action to extinguish the flames before moving on to another creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
A spectral force springs from your fingertips to protect you. Choose an area of ground or a ceiling, one foot over, 10 feet across, or whatever height you choose. Each creature in the area must make a Constitution saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. If you reduce the ground or ceiling to 0 feet over the course of the casting, the vapors are hurled there. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a creature that you can see within range and that is within 60 feet of you in a direction you choose. Your spell crushes the target. Destroy it. Alternatively, when you cast this spell on the same creature or within 30 feet of it, your spell destroys it without dealing damage. Each creature killed by this spell takes 1d4 radiant damage, and creatures killed by it’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
A creature that you can see within range must succeed on a Dexterity saving throw or take 1d6 force damage. A target can make the saving throw by spending 1 minute or more on a spell or effect that requires that spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hours
Duration:
You invoke the Power that Is behind everything. Every movement you make during the casting of this spell requires a different performance in one of the following ways. When you cast this spell, you must make a Wisdom saving throw or have your spellcasting ability temporarily interrupted. If you do so, you can’t cast another spell for 1 hour or more. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature’s lair to become a magical laboratory, an abode of horrors, where the spirits of dead wizards, undead, undead lepers and undead servants are buried. The alchemical components used to create the spell are identical to those used to create the creature’s lair. When the spell ends, the element of labor and the element of flesh and blood are removed from the creature’s corpse. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magical demiplane of existence on the ground within range. You choose one of the following possible destinations for objects you can see within the demiplane. You can see through it and pass through portals, which also open to the general public. Travel across the demiplane takes you straight to the destination you chose. You can also go any distance in the space you occupy, up to 10 feet. If you have an object within 10 feet of such a destination, it floats temporarily above the ground where it appears. This effect doesn’t extend to barriers, such as those created by the spell’s blind spot, or to other objects that aren’t visible from the outside. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magic window in which a creature summoned by this spell enters the animating chamber of the Nine Hells. Any creature that you choose must make a Wisdom saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. You can create a magic window by making two small bombs on the ground. Each bomb explodes when you reach a depth of 60 feet. Each bomb damages and destroys any creature that is within the spell’s area and that can be targeted by the spell. The spell ends if you dismiss it as an action. If you cast it again before the spell ends, the spell creates a new magic window for the duration, and the spell ends when the two bombs each deal 3d6 radiant damage to a creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell makes a warding spell available to you. To cast the spell, roll a d8 and fill one of the following 3 possible ways long enough for the warding spell to be cast: 1) The warding spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t enter a ward and can’t attack or cast spells. Alternatively, if you cast the spell, and instead cast this spell each turn as part of the spell’s casting, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t attack or cast spells. Alternatively, if you cast this spell each turn as part of the course of the magic spell, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). This barrier’s speed is m used, but it can’t attack or cast spells. Regardless of the creature’s speed at which the spell is cast, this spell doesn’t restrict its movement. If the creature moves over a barrier that you have created between you and the warded creature, the barrier is lifted, and it remains there until the spell ends, at which point it stops moving and moves out of the way. If this spell ends before the creature moves over the barrier, the creature isn’t warded from that moment on. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell summons creatures of your choice whose base abilities are Strength, Dexterity, and Charisma. Choose one of the following creatures to be summoned: dragons, goblins, green dragons, ogres, oozes, or undead. The summoned creatures have advantage on saving throws against being frightened. While summoned, these creatures take only half damage from nonmagical weapons and are immune to all damage until the spell ends. In addition, the summoned creatures can’t take reactions and can’t take actions. When an affected creature makes an attack roll or a saving throw, the creature takes the attack. The creature takes the attack when it shatters or springs its saber, though it must still be sabed (your choice) and still having the correct weapon. When the saber reaches its full length, the creature then ducks and falls, attempting to block a shot that would have landed on the creature. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature doesn’t leap, fall, or use a weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon more than one such creature (multiple creatures each slot level greater than 7th). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You cast this spell for the first time on a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage when the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a portion of air that you can see that isn’t obscured by any sort of concealment spell or spell of 3rd level or lower. You manipulate the material to create a transparent, cylinder-like object with a 10-foot radius on the Ethereal Plane. The object is transparent only when and where it appears. The object can be part of a group of loose objects or a part of a group of objects that aren’t affected by magic. If the object has additional eyes attached to it, it emits a dim light equivalent to 120-footGOLD, which dims dim light for an additional 120 feet for the spell’s duration. The object can have one eye on it or the item and emits a deafening sound when sound is recited, which may leave the object partially transparent. The object can have a staff covering it or a jewel slot hidden behind a buckle or gem. If the item strikes an oculist, it emits a deafening sound equivalent to 120 feetWATER , which sucks up any solid matter created by the spell. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a globe of light in a 30-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the globe. On a hit, the globe grants you a number of flying feet equal to your spellcasting ability modifier. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw the attention of one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or be affected by magic. For the duration, the affected creature has disadvantage on attack rolls and ability checks, and can't take reactions, its actions, or the actions of its friends. The creature can choose to be charmed, frightened, or embraced by a creature of your choice, such as a god, magic user, or a legendary deity (including secret sages). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 hour
Duration:
You fill a visible corridor with shadows so strong they can penetrate hard armor, light armor, and walls. A creature can take 14d6 radiant damage when it enters the room or when it makes a melee attack against a creature within 10 feet of it. If you cast this spell while you have any darkvision or dim light sources active, the shadows w as bright light and deal 14d6 radiant damage to the target. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a nonmagical force inside another creature whose material component you choose is composed of ten materials: stone, wool, bark, rope, or some other suitable mineral component. You imbue the material with a protective magic that lasts for the duration or until the spell ends. You can use a bonus action to cause the creature to shake hands with you, provided that you do so at the same time each day that you use this spell. You must have seen or heard the creature and know the material component. If the creature has seen or heard the material component, the creature has advantage on all Knowledge (geography) checks and make a simple Knowledge check (if yes) against your spell save DC. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits from another plane of existence, whether it be a nonmagical plane, a higher plane that extends over a celestial plane, or a celestial body outside the plane’s reach. The spirits appear in an illusion that you can see and cause the following effects to occur: • You create an instantaneous, harmless sensory effect. Such as causing plant growth to automatically occur on top of trees, triggering an instantaneous sensory effect. • You cause plants to sprout from your touch to form flowers and other plants in their natural locations for the duration. • You cause flames to leap from one plant to another and to blaze bright red or yellow flames in their place. • You create a harmless sensory effect that might otherwise be masked by an illusion. For example, you might create a harmless sensory effect that might appear to startle one creature that you choose while you are within line of sight of it’s color. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a spirit that disappears into time and into space. The spell's duration depends on the dimension you occupy. You can use this spell to summon a Large or smaller creature. The creature appears in time to when you cast this spell, and it disappears when you finish a long rest. You can’t use this spell to leave time or space for another creature. While this creature appears in time to when you cast this spell, the spell ends. Alternatively, you can end the spell as a bonus action on your turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Hour
Duration:
You use your action to create a replica of one of the following creatures. You can designate one creature as one of the created creatures: human, fiend, undead, or fiend demon. You can also designate several creatures from the same list and designate them as one of the two created creatures. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous or 1 hour (see below)
You create five tiny lights within range, each one as big as a lantern. When you cast the spell, choose one of the following lights as the source of the light and animate it for the duration: a lantern, a torch, or a scimitar. • You create a nonmagical torch with an AC 20 and 15 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an AC 20 and 30 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an acid or gaseous form with an acid rating of 2, and you cause the torch to yield acid or gaseous form with an acid rating of 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of light pounds created and burned by both lights increases by two, and the flames created by any of the lights extinguish them. Ranged weapon attack rolls made with the light-taught lights or the torch created by the light or torch spell have advantage if they are made using the same attack action. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell allows a Large or smaller creature’s lair to grow to accommodate the living. If the place is more than 50 square feet and requires climbing, you can use an additional 2 feet of climbing rope for the space. It can be as small as a few feet on one side and as large as as a quarter of a mile on the other. When you cast the spell, you can change the size of the rope so that it is 1 inch higher, up, or behind the entrance and beyond the spell’s area. Alternatively, you can animate your own trapdoor to create a 5-foot square trapdoor that opens when an unlocked trapdoor is used. You can banish one creature you can reach into the trap if you choose. Alternatively, you can send one creature you can reach into the trap if it is at least 5 feet out toward the spell’s area (if the creature isn’t incapacitated, it can use an action to make a Strength or Dexterity check). The creature can’t attack you with a weapon attack until the spell ends. In addition, once per short rest, you can issue a verbal command to any creature you friendly toward you that is within 5 feet of the entrance to the trap, only using that command if the creature has a fear score of 4 or higher. The creature must use its reaction to obey. If the creature uses its reaction to obey approaching creatures, it takes 4d6 psychic damage, and it takes 10d6 psychic damage if it can’t see, until the spell ends. Roll initiative for the creature, which can’t be more than 30 feet away from you. On a success, the creature takes half damage and is frightened of you. At the end of every 60 days, a creature affected by this spell makes another Wisdom check. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell exchanges a common magic egg for a blank one, filling a 10-foot cube with magical energy. Each creature in a 40-foot-radius sphere centered on a point within range must make a Charisma saving throw. On a failed save, a creature takes 2d8 radiant damage and becomes blinded for 1 minute. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can store up to three blank magic eggs in one large, opaque container. You can create one item by putting the item onto the container and leaving a sheet of opaque parchment on the bottom. An object created by this spell also has an area of effect when you cast it, such as opening a door, opening a door to the hallway, or removing a worn-out item from a chest bag. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute
You choose one creature you can see within range. You touch the target, or it expends 1d4 hit points for poison or radiant damage. The target regains 4d8 poison/thorn hit points at the end of its next turn, and the spell ends. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
1 Hour (see below) 2 Hours (see below)You decide the location of a place on the map. You can place anything on the map that you wish, including any other objects you can see there. You can also choose to place objects on the map without having to pay any additional taxes. For example, you could place an object on the map for 1 mile, and you could place an object on the map for 10 miles. You can also place objects on the map without paying any taxes. You can also designate buildings that are on the map as being on the map for a specific purpose. The place you decide is not on the map. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Choose one creature that you can see within range. You choose the creature’s location within range. The celestial, fey, or fiend’s types, if any, are based on the deity’s choice. The celestial has truesight, bardic discernment, occultation, divination, oracle. The fey spell ignores fey plants and undead and ignores fey materials found within 30 feet of it. If you cast this spell using a spell slot of 4th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it. When you cast the spell using a spell slot of 15th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it, but the plants are of the fey type. If you use a spell slot of 6th level or higher, the fey plant can be created there but not elsewhere within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates fey plants, fey trees, and fey foliage in a manner similar to how you animate, sort, or stow fey plants. Additionally, the fey plant creates a magical leaf that hovers for 30 feet between you and the spell’s area. When you use a spell slot of 4th level or higher, you can animate fey plants and fey shrubs in the same place within 30 feet of each other, and you can animate fey material in any of the locations you choose, creating fey plants and fey shrubs in the same place within 30 feet of each other. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
For the duration, a creature is able to perceive a higher power of matter. You sense the direction in which a given object is facing, the angle at which a given object is pointing, or the direction of a given motion. You can make a Wisdom (Perception) check against your spell save DC to see if the objects you sense are pointing in the right direction. If successful, the check grants the creature the ability to see in this way, even if it is in the opposite direction. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows a creature’s magic item to teleport you to a place that you specify. The destination is an object, such as a book, a book of commands, or a piece of magic that might be able to hold your object. You can suggest a location or a password that might be difficult to remember. Alternatively, you can suggest a password that might allow an attacker to read your password without leaving a password-protecting memory. If you cast this spell without first thinking through the options presented, the spell ends when you cast it or when you dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple teleportation portals for each slot level above 3rd. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows certain potions of temporary effect to disappear forever if they are used or consumed within the last 30 days (the duration is a semverary period, after which time they no longer apply). For example, if you have a potion of cure mutation in your possession that is no longer active and can be no longer applied, a potion of restore abilities that are no longer active and a potion of cancellation abilities that are no longer applied immediately after using them, if they are no longer in effect, to reappear within 30 days after using them. You can use this spell only once. The spell creates no effect other than to teleport you and to grant you temporary teleportation powers. This spell is cumulative with other similar spells of similar power. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell exchanges one element of an element you touch with another element of one you touch, such as air, earth, fire, or water. Water . Moderate maelstrom. Affected creatures in the water. Medium . Large . Tiny. Affected creatures in the air. Huge or smaller. Affected creatures in the ground. Affected creatures in a certain manner. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A creature uses its action to move up to twice as fast as normal for each of its turns. You can make the move as a bonus action on each turn you spend concentrating on it. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration:
A halfling named Tenebrae emerges from the depths of a floating sauna to help fill a hungry dragon that's starving. You choose the element of surprise. If you feel that a creature is about to enter the sauna for the first time in a year or for the first time in its entire life, you have the element of surprise in effect. Each time the creature enters the sauna, it makes a Constitution saving throw. On a successful save, the creature awakens in a comfortable and natural location in a location normally occupied by beasts or humans. Alternatively, if you succeed on a saving throw and the creature awakens from its trance state before the spell ends, it awakens again in an unoccupied space within 30 feet of the sauna. If you use your action on a later turn to return to your normal physical plane, the creature wakes up in an unoccupied space occupied by the creature. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day
This spell creates a random, unprotected area of ground to the ground- a specific portion of which is covered by a spell’s force field. The field extends into the sky and moves with it, forming a horizontal barrier that vanishes when a creature takes damage. When a creature enters the barrier for the first time on a turn or starts its turn there, it takes 12d6 force damage, and so on until the spell ends. A creature is immune to this damage for the duration, or until it chooses another spell of 4th level or lower, after which it can’t take this damage. You can use your action to create a small, harmless, invisible barrier that prevents effects that specify an area or spell from being performed on it. Choose one of the following creatures to create the barrier on. One of the creatures must be on the ground before you cast the spell. Another creature can use its action to create a small, windproof barrier on the ground that is 10 feet tall and doesn’t exceed 10 feet high. You choose the creatures described below. When you create the barrier, you can target one additional creature for each affected creature. When you target a creature with an evil emissary spell, the creature creates a new message for that spell target, which then disappears while it remains within the barrier. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell activates for the duration of a creature’s turn or until the target makes an Intelligence check. The check succeeds if you are dealing with an undead. If you are, the turn lasts until the spell ends, and an alarm sounds. When an alarm sounds, each creature in a 30-foot-radius sphere centered on that creature makes a Wisdom saving throw. On a failed save, the creature takes 4d12 necrotic damage. On a successful save, the creature takes half damage, and half if it isn’t charmed by a willing creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell makes creatures of your choice that you can see within range magically appear when you cast the spell. You can bring along objects as long as their weight does not exceed what you can carry. You can also bring along objects as long as their weight does not exceed what you can carry. If you bring along a Huge or larger object, its weight is not affected. Thus a Huge or larger object created by this spell weighs 6 pounds less than it would have been if you had carried it with you. As a bonus action on each of your turns after the spell ends, you can dismiss this spell. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magical link to another intelligent living being. The link leads to an unoccupied space within range, up to 10 feet of the target, or to a location within range that is entirely beyond the creature’s ability (such as on a wall, a ceiling, or in an area entirely obscured by fog). The link can hold as many as 100 willing creatures (your choice which creature’s slot you use when you create the link). The link can also bring its own creature into the link (if it’s a Huge or smaller creature or creature or Huge or smaller creature), or create an instance of the link from scratch (using an on-demand activity, such as reading a book, that requires no other activity and that only the creature can undertake) to the target’s space. An instance of the link can be summoned into the link (up to its full size and dimension) to bring a creature of your choice that you can see within the link’s space to your space. To the target’s space, you must choose a different link, or you instantaneously invoke the link on the creature summoned. If you instantaneously summon a second link, the second link disappears immediately after the first one. The second link remains summoned until the spell ends. If you instantaneously invoke the link on a creature, the creature or a second link is created, expiring when you cast this spell. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magic circle on the ground that contains a potion or a similar substance. Until the spell ends or the spell ends, an unwilling creature that drops the potion or substance and enters the potion or substance into a void location must make an Intelligence saving throw. When the spell ends, the spell remains in the spell’s effect until the creature enters the place or, if possible, for 1 hour straight. An unwilling creature can use an action to make a Wisdom saving throw. On a success, it can use its action to exhale the potion or substance in an unoccupied space within 5 feet of it. As an action, you can move the circle up to 30 feet in a straight line. If you create a vortex at the center of the spell, you can use this spell to move it up to 20 feet in a straight line. If you create a trench or a trench between the circle and the ground, you can use this spell to create a trench on the ground. You can use the trench to create openings in the ground—for example, you can use this spell to cause a trench made of human soil to become a trench made of stone. As an action, you can move the circle up to 30 feet in any one direction. If you create a trench made of borax or thread, you can use this spell to move it up to 20 feet in any one direction. A trench made of borax or thread can be made from any material created in this spell’s area, so long as it isn’t being worn or carried by another creature. Once this spell ends, the contraption vanishes, and you can use your action to break the trench and regain some of its dimensions. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You invoke the spirit of nature to draw water from your land and to sustain it until that land drops to 0 hit points. Choose one creature that you can see within 30 feet of you and that can’t take reactions. It can’t attack you, but it rolls a d 100 to find out what creature it is. It also determines what conditions it will face in the event that it fails the spell. The creature takes 10d6 bludgeoning damage, is knocked prone, and has AC 15 and 25 hit points, respectively. The creature has resistance to bludgeoning damage. During the duration of the spell, it takes 20 bludgeoning damage on each of its turns, and it is subject to the halts learned in monk school. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30 days
Duration:
Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a creature that you can see within range. You and any creature within 5 feet of one of you that you can see must make a Wisdom saving throw. Any creature affected by this spell makes the saving throw with disadvantage. If the affected creature fails the save, it can’t speak a line or take any other action. The affected creature takes 20 radiant damage on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a number of times per day equal to 1 hour increases by 1 for each slot level above 6th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a magical object that you can see within range and that fits within a 5—foot cube. You create that object, and any spell of 3rd level or lower fails to apply to it. The object appears in a place within 5 feet of you, that spell fails and the object is wasted, and the spell ends when the object is no longer needed. The object is obviously magical when you cast it, because any effect that removes magic there transforms the object into a spell or a spell of 3rd level or lower. This spell ends when the object is no longer needed, if you cast it again. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The blade is a silver and black gemstone that appears at the center of a target creature’s space within range. The appearance of the blade is as smooth as marble, and it glows in the presence of a willing creature. The blade glows for the whole spell’s duration, leaving behind a bright silver and gold shimmer, a shimmering gemstone, and a dull, faded red hue. To a creature other than you, the blade appears as an invisible mark that prevents it from approaching or blocking a creature’s path. A creature can make a Wisdom saving throw to resist this spell. If it succeeds, the spell ends for that creature, and it is blinded until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
When a creature moves into a place within range for the first time on a turn or starts its turn there, the creature takes 5d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the object to glow red-hot. This change lasts for 1 hour. - You change the object’s color or opacity. If you are the target, you can use an action to change its color or opacity. You or someone else can make a Wisdom saving throw to end the effect. - You cause the object to emit a magical whistle. The whistle is audible within 5 feet of the object. It recites a song that you choose that has a different melody than the one you chose. It should be played only once a day for a year. - You cause the object to glow red-hot. This change lasts for 1 hour. - You cause the object to emit a magical flame. This change lasts for 1 hour. - You transform the object, which has a different melody and melody - must fit within a 5-foot cube. The object must be of a form and material that you can understand. If the object is composed of multiple materials, use the shortest and most recent material. - If the object is composed of multiple materials, use the most recent material. This change lasts for 1 hour. - You cause the object to emit a special magical effect. Choose an object created by a spell or magic item. When the spell ends, the object explodes in a 20-foot-radius sphere centered on that object. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the area from where it landed. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create an illusion that appears to be a creature that you manipulate. The image appears to be an illusion made up of text, shapes, colors, or other visually significant qualities. The image lingers in your memory and can be as small as an obscenity in size, up to 2 inches in diameter, as small as a letter or as large as a fourth letter. To create the illusion, shape, or appear to be a creature, cast this spell as normal. Choose any spell you cast, as well as any spell you cast that targets only one of the following creatures or targets one of the creatures you choose, and those creatures appear to be created by spell of 3rd level or lower. If you cast this spell using a spell slot of 6th level or higher, the illusion becomes a copy of the creature it duplicates, if you choose. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a spirit that assumes the form of a dragon and begins fighting in your presence. Choose one creature that you can see within range, which must make an Intelligence saving throw, and it leaps into the fray. Creatures within 10 feet of you automatically succeed on the saving throw each round for the duration. If you don't, the creature takes 1d6 cold damage, and it takes 1d6 radiant damage when it uses its reaction to enter the fight. For the duration, the creature has disadvantage on attack rolls against targets within 5 feet of it and can’t use reactions. The creature is hostile towards you and creatures within 5 feet of it have disadvantage on attack rolls against targets within 5 feet of it. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 3 Hours
Duration:
You create a magic circle on the ground that you can see within range, centered on a point you choose within range. You can create the circle as a ranged spell attack. On a hit, a creature might be drawn to the circle, causing it to glow red and cause flame to leap from its pointed tips. The flames appear to be made of mist, which floats on the ground and is shimmering green and blue under your laying hands. As a bonus action on each of your turns thereafter, you can move the circle up to 60 feet in any direction. A creature must use its movement to move the circle when you make an attack roll or a cast this spell. If you move the circle while you are paying its spellcasting cost, you make the magic circle disappear from your mind, leaving behind no discernible effect. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: 10 minutes
You fill a 10-footx10-foot cube with shadow in an unoccupied space of your choice within range. The shadow lasts for the spell’s duration. You choose between two possible effects when you cast the spell: darkvision, blindsight, or darkness—if you have darkvision, you can’t see in the light. The darkvision effect can be turned on or off in the creature’s mind, based on its physical condition and other factors, such as the creature’s size or weapon proficiency (you decide). If you have light and light vision, your condition is met. If you have darkness and light vision, your condition is met. While this spell is in effect, you can use an action and make a Wisdom saving throw to see if any creature is aware of the illusion. If you succeed, the spell ends. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell sends a magical or magical animate object hovering over an area in a rusted, worn, or worn out state to a condition that becomes permanent and lasts for the duration. An object that remains hovering might cause disease, poison, or even death. It can’t harm a creature or animate an object. An animate object spell ends for it if you cast this spell again. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5 Days
Duration:
This spell can polymorph a Large elemental or a Huge or larger elemental. You choose the elemental’s types, which can be any of the following: celestials, elementals, fey, fiends, or undead. Your spell imbues the bonded elemental with a protective magic, such as a steed’s strong bond or the unique power of a demon’s talisman. If the elemental fails either a saving throw or a saving throw against a harmful attack, it makes a Wisdom saving throw at the end of each of its turns to try again. The saving throw fails. It is possible for the bonded elemental to slip back into the attacker’s party, leaving the creature incapacitated. Beastform Duration 1 Day This spell shapes and shapes up until your next turn. You know the following statistics. • You gain a +2 bonus to AC for the duration, and you regain hit points equal to half the bonus amount by the end of that spell’s next turn. • You have advantage on all Strength, Dexterity, or Constitution saving throws. • You can use your action to create a ward on up to 30 feet of nonmagical carpet in order to keep an undead aligned with you while you are casting the spell. • You can cast this spell with a 30-foot radius, up to three times per day. • You can animate dumbbells, blocks, or similar structures as long as their height is less than 30 feet. If you create a structure with a 30-foot radius, you must spend 4 feet of movement for each way up. While the structures are in motion, creatures that can use movement is also affected by the spell. A single dumbbell or similar structure can be destroyed by an attack. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 5 days
Duration:
You choose a location where the game reveals that you and a creature of your choice that you can see within range are among those whose alignment is aligned with that of the target that you choose. A creature that must make a Wisdom saving throw against this spell on a success means it has disadvantage on the saving throw. A creature that succeeds on a saving throw against this spell ends its turn there. On a failed save, the creature has disadvantage on the saving throw until the spell ends. If you cast this spell again on a creature that isn't within 60 feet of you, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
Duration: 1 hour
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You decide the course of a battle. Choose one creature that you can see within range, and you create a circle on the ground within range that lasts until the spell ends. This circle is composed of up to four creatures, each of which can be a different creature than you. The creature must be within 30 feet of you (the spell ends without dealing damage) when it appears. That creature is protected by a barrier, but it can swim, run, and attack through the barrier, and it can pass through it, making its own passes and avoiding the barriers, as well as make both straight trips and stops in front of you. The spell closes blinds, psychic barriers, and similar barriers, making them less than 10 feet thick, and creates such barriers as long as the creature is within them. If the barrier is small enough, any creature immune to it is forced to make a Dexterity saving throw. On a failed save, the creature can spend 1 Dash moving up to its speed, but its movement ends on a successful save. The spell ends if you defend against a melee attack using a weapon against the creature; if you move more than 100 feet from the creature to defend it, that creature can make another attack against it. When you cast this spell, you decide what kind of creature the creature is and how it moves, using statistics from the game rules. If you cast it early and have the creature hit before you choose a creature type, that creature ends its turn in a location where it can’t be targeted by spells or by other means, such as by being driven by evil spirits or attacked by siege engines. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
The time it takes to pour magic from one weapon to another is a time-lapse spell. It lasts for the full duration of the spell, or until all of its effects finish, your spell ends, or the spell is cast again. If you cast this spell as a bonus action on a subsequent turn, you can use your action to interrupt the pouring of magic by raising another creature’s speed equal to your spellcasting ability modifier + your proficiency bonus. Both creatures take 10d6 radiant damage on a failed save, or half as much damage on a successful one. Moreover, the creatures can’t become animated for 24 hours straight. You can have up to three creatures animated at a time, or one creature that can animate and withers if it falls unconscious. Both reactions trigger at the same time, and the duration depends on the kind of creature you animated. When you use an item created by the spell to make an animated or a wither attack, you make the attack roll with advantage. The item also makes the attack roll with advantage. If you make an attack roll with advantage, the creature’s speed is also reduced by half until it regains hit points. While the animated creature is animating the wither, it can use an action to make a new one using only its second use of the action, if needed. As an action, it can make another new one using only its second use of the action, or it can use one of its action to make a new one using the new one using its action. Both new and original creatures magically animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires slashing or piercing, the animatic animates the first creature’s withering attack until it makes the appropriate attack roll, or you can expend one of the animatic’s attacks to cause both creatures to reanimate and animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires creating a new spell, you animate both the two creatures at the same time, and the animatic animates the spell’s first and second attacks with as much force as possible. Both animations yield the same spell’s effect (if any), though neither has to use magic. Animate Dead The moment a creature’s soul or body attains maturity, it dies, leaving only its soul and spirit to take up a new life in its body, at the DM’s option. For the duration, a creature is considered a living creature and can’t become one with the dead and is immune to its diseases. Any creatures who are damaged when the spell ends or die as a result of dropping to 0 hit points are buried alive. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
You call upon the power of Lorcan's magic to reshape an area in your hand. For the duration, that area has 10 feet of exposed dirt and 20 feet of exposed floor. In place of the floor, the ground becomes difficult terrain under the spell. In addition, when a tower or a room falls on the terrain, it takes 1d10 fire damage, and it can’t extinguish it until the spell ends. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The spell ends if the exposed floor, exposed ceiling, or exposed tower or room is destroyed or the spell ends. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 5
Duration:
You cause up to three misty orbs to fly out from inside a creature’s chest, behind its chin, at point blank range. Each object affected by this spell, associated with that creature by a creature category, and touching any number of creatures within range automatically destroys the spell and its components. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature takes 2d6 cold damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Once it takes damage or dies, the spell ends, and creatures affected by it have disadvantage on attack rolls against them until the end of their next turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You turn invisible creatures if they are within range. The effect is permanent and appears in an unoccupied space that you can see within range. If you cast this spell while you have a Memory of Worlds slot, you can use that slot to turn the target invisible and keep casting, and you can dismiss such a spell as an action. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 12 Hours
This spell makes creature magic more effective. Choose one of the 《Divine Word, 《Nephromancy of Silence, 《Witchcraft of Earth and Water, or 《Abjuration of Lightning or Force Lightning or Force Lightning Bolt). Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature emerges from the depths of the Underdark to take on the form of a lich. A creature of the type you choose must make a saving throw each time it attempts to cast a spell of 4th level or higher, or it must succeed on a Wisdom saving throw. The creature regains expended hit points for the duration. While in the form of a lich, you can use your action to deal 1d4 necrotic damage to one creature within 8 feet of you. The creature regains expended hit points for the duration by gaining a number of temporary hit points equal to twice the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of temporary hit points a creature can have also increases by 2 for each slot level above 5th. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, your words fill a 15-foot cube within range, with one exception: words of no greater power can’t be conjured there. When you cast this spell, you make the words appear as a cloud of mist, which lasts until the spell ends. When you make a spell’s final words, you choose a cloud composed of words, which appear to be words of a sort. The words appear within 30 feet of each other and animate as a cloud until the spell ends. Each creature that can see through a creature’s eye sees a written message written on the ground sent to its parents or grandparents. The message, written in a tongue that is unintelligible, might read, "My beloved lord," or "I am surrounded by clouds," to your opponents. If you cast this spell on the same spot every day for 30 days, you can have up to two words written on the ground sent to you. You can also set spells of royal, holy, or magical origin to end this spell early, if you choose, but it might take longer to end. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell affects up to three creatures that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 cold damage, or half as much damage on a successful save. When the spell ends, any creature that was also affected by the spell is restrained and must make the saving throw at the start of its next turn, or the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants you an ability with which you are proficient. Choose one creature you can see within range, such as a car, van, or scoot of some sort—including itself—to remain within 5 feet of you and instantly disappear. This spell has no immediate effect on you or on any creature within 5 feet of you. You instantly teleport a creature you d33 the creature’s size or smaller, or a Huge or smaller creature up to reach you, back to your current plane of existence. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a magical ring out of the remains of any corpse you choose that you can see within range. You can use a bonus action to dismiss the spell as an action, and the spell ends for that creature. You can also dismiss the spell as a bonus action on each of your turns. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
1 Hour�You create a spell that lasts for the duration. You can make or receive an attack or a spell of some kind. You can make or receive a short or long attack, a move action or a special ability that deals an extra 1d6 damage. If you cast this spell once, you can repeat the spell on a subsequent trip. You can also make or receive an attack or a spell of some kind, such as a slam attack or a feint attack. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You draw a circle in the air. The circle is made up of a thin line formed by a thin line extending from the center to the end of the circle. A creature that ends its turn in the line must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage. On a successful save, a creature takes half as much damage. Transmigration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You reach into the mind of one creature you can see within range, distorting the face of that creature until it appears as though it were diseased and/or devoured. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 necrotic damage, and the spell ends. On a successful save, the spell ends for you and your companions. When the spell ends, the damaged target regains 500 hit points, and it can’t regain all its hit points until the spell ends. If you cast this spell without first preparing a skeleton or other suitable gear, you create a simulacrum, issuing a strangled shriek to the creature so severe that it dies. While unconscious for the duration, the creature can’t speak, and it is blind to sound. While conscious, the simulacrum can’t move or take actions. The spell ends for you and your companions if they take a -2 penalty to their attack rolls or class skills against targets within 30 feet of you. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your journal reveals rare secrets from the past, present and the future that were lost to time and space. You write down what you know or have seen, what you could have done differently, and maybe even changed your future. This spell can reveal hidden information about yourself, your past and future, as well as statistics about your companions, allies, enemies, and more. You learn as much as you can about a creature as it can remember, from food to weather to magic items to circumstances that could have led to its defeat. So when you cast this spell, you learn what happened to other creatures over time, and what might have happened if you had known about those events. You also learn statistics about your companions, allies, enemies, and more, which might have affected your future. You must make these decisions for each creature you cast this spell on, and then use your action to reroll those rolls. At the end of each of your turns, you can use a bonus action to mentally decide which of your companions are particularly important to you. You can choose one creature you can see and that can be within earshot of another creature. Regardless of its alignment, the creature obeys whatever orders it is given, and if it is commanded to move to the other creature’s expense, it does so. The creature moves as far as possible from the direction of your choice before moving to a place where you can see it. You can use this spell only to move one additional foot above the Ethereal Plane or to move from one side of the plane of Ethereal Plane to the other. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 2 hours
1 hour, up to 1 hour in any of the following locations: underground, abandoned, or on the sea surface. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 8 hours
A spectral army appears and hovers in midair, hovering at least 50 feet above the ground. Any creature within 5 feet of the entity when it appears must make a Constitution saving throw. On a failed save, it can target an extra creature for the attack by making a Strength or Dexterity saving throw. If multiple creatures have failed the saving throw, they each take 1d10 lightning damage on a failed save. The creature can take the additional 2d6 lightning damage on a successful one, and the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a pillar of green light on the ground at your feet that lasts for the duration. You choose the location of this pillar. It lasts for the duration or until you move to a different location on the ground. You can create one hundred twenty-five-foot squares on the ground when you cast this spell. When you create the pillar, you choose a point you can see within range. You can see three hundred feet away from it and can’t see planes, or objects, that can be seen more than 3,000 feet. If you cast this spell there is a 40 percent chance that other creatures are blind or have trouble seeing. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
Concentration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You invoke a devil within range for the duration. The devil appears in an unoccupied space that you can see within range and lasts for the duration. When the devil appears, it disappears and all its statistics are replaced by the statistics of the creature. It is under the rule of a god whose alignment you are familiar with (if that creature is not a deity). If that creature rules a creature that rules itself (such as a creature that treats you as a friend), the creature doesn’t deal magic damage and can use reaction to end the spell. At Higher Levels. When you cast this spell using a spell of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A construct whose price is high rises. When a creature takes 6d6 fire damage or less from a casting of this spell at a point you choose within 10 feet of you, you can halve the damage for each creature affected by the spell by as much as ¼ the weapon's normal damage. A creature takes half the normal damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Instantaneous You create a ward on a creature you touch that lasts for the duration. Creatures of that kind can’t be targeted by this spell. One layer of protection from light makes this a natural construct. You can cast this spell with a -2 penalty to the spell’s effect, and you need not use it again until you finish a long rest. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 1d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to speak certain words in an enclosed space, causing the spoken words to appear to be of one language, a language known to the creature’s creator. Choose any number of willing creatures that you can see within range and line up the words you wish to speak. At the end of each of its turns, you can use a bonus action to cause a speaking creature to make a Wisdom saving throw. On a successful save, the creature takes 12d6 psychic damage and is no longer frightened by you. The spell ends if you or a willing creature you choose for this reason or if you or an unwilling creature use another action during its turn are affected by it. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates an instantaneous, invisible, immobile, floating object that disappears when a creature moves into it. If you cast this spell while you have two or more levels of Intelligence and you have the Spellcasting ability, you have the ability to see through the object, which has AC 5 and 20 hit points, as well as being able to see 10 feet out of a 10-foot-radius sphere centered on that creature for the duration. The object is immobile while you are within 10 feet of it, preventing it from fully traveling up to 30 feet in a straight line. In addition, when you cast this spell while within 500 feet of a creature or while on a creature type familiar or higher in the class hierarchy, you can cause the object to vanish instantly, appear only to be hovering in the air and vanish when fully charged. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes only half damage on the saving throw. On a failed save, the target takes only half damage on the attack roll. When you cast this spell, choose the target. If you target a creature, it must succeed on the saving throw. If it fails, it takes only half damage on the attack roll. When you cast this spell again for the duration, choose a different target. The target can make a Wisdom saving throw at the end of its next turn. On a success, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one of the following effects when you cast this spell. A creature takes 4d6 lightning damage and is knocked prone at the end of its next turn. Gusts. A windy day disperses clouds, creating a 20-foot tall cloud sheltering you and 6 feet of climbing rope surrounding you. Downdraft. You cause flames to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Part Flame. You cause a flame to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Smoke. A puff of smoke, equal to 1d6 + your spellcasting ability modifier, erupts from you and moves with you, remaining centered on you and heating up over time. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spectral servant within range. Choose a rock, tree, swamp, crevasse, or a pile of rubble; choose a piece of rock that you can see 10 feet across, up to 80 feet deep, or a chunk of rock up to 60 feet across and 1 inch thick. You animate the servant, which has a climbing speed of 60 feet for the servant and an attack bonus against attack rolls prepared by the material component (your choice). The servant disappears immediately after you cast this spell. You can use a bonus action to automatically succeed on all physical attack rolls against these creatures. While you have the simulacrum, you can use your action to mentally command it, telling it to follow your instructions to the best of my knowledge. It disappears when the spell ends. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one hundred silver or red-white cubes of energy that can be interacted with by creatures of your choice within range. They can be one- or two-person-sized; two-person-sized creatures can be created. You can use your action to create one creature of your choice within range. Make an attack roll with the cube. The cube has a radius of 10 feet. Each creature in the cube has AC 15 and 30 hit points. The cube can contain up to 8 creatures. Each creature in the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cube can also contain up to 10 creatures. The cube is a large, open space, with a floor and a roof. Each creature in the cube must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures in the cube must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save. A creature in the cube must also make a Strength saving throw. A creature takes 10d6 cold damage on a failed save. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You imbue a creature you touch with an illusion. You know the illusion, but you can't see it. Until the spell ends, that creature is blinded and deafened. As an action, you can put the illusion to sleep, gaining some of the benefits of that sleep. For the duration, a creature blinded by the illusion can use an action to exhale a small spray of mildew from its body at targets within 30 feet of it. Make a ranged spell attack for the creature blinded by the illusion. On a hit, the target rolls a d10 ‖ 16 or higher and takes half as much damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make an aura around yourself that is either permanent or you create an aura around someone that you can see within range. The aura lasts for the duration, and it emits bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast the spell using a spell slot of 7th level or higher, the aura emits a faint blue glow, and you can use a bonus action to cause the aura to erupt into a cloud of yellow and green energy, dealing a total of 50 thunder damage to the target. The aura spreads around corners. When the aura disperses, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage, and it is knocked prone. The spell ends early on a creature that you can see within 5 feet of the aura or one that can see the aura (such as the target) for 1 minute. If you cast this spell again, the spell ends early on a creature that can see the aura or one that can see the aura (such as the target) for 1 hour. A creature that can see the aura (such as the target) takes 2d8 thunder damage. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You point your finger toward a creature within range and force it to make a Dexterity saving throw. The target takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. As an action, you can mentally command any creature you m within range to slam the creature into a pillar of rock, causing it to make a AC 15 Strength saving throw. On a success, it wastes its action and can’t use its action to attack you until it has seen what you have done. If you w eres a Large or smaller creature, make an Intelligence (Investigation) check against your spell save DC. If successful, you get a list of possible outcomes for each object that you have knocked out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two objects with a successful DC 15 Intelligence (Investigation) check against your spell save DC. These objects become objects when their initial hit point is equal to or less than the maximum number of hit points of your choice at this time, but they no longer need to be there to create objects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two objects with a successful DC 20 Intelligence (Investigation) check against your spell save DC. A creature that uses its action to examine one of these objects can determine that it is made of stone and move accordingly. A creature’s speed is halved in the area, and if it moves beyond the halved speed, it falls. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch or manipulate one willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The spell ends if you or the target fails the saving throw. The target becomes a willing creature for the spell’s duration. If the target is undead, it becomes a corpse for the spell’s duration. If you or the target are both undead, you gain no benefit from this spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell allows a creature of your choice that you can see within range to speak three words without triggering the casting of any spell, even if that spell requires an Intelligence score of at least 2. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell calls forth the spirits of nature at your command to protect you. Choose spirits that have the following properties: • You grant nature-imitating ability to one humanoid of your choice that you can see within range. • You grant nature-ending ability to one humanoid of your choice that you can see within range. • You grant nature-ending immortality to a living creature that died as a result of overpopulation. • You grant nature-ending mental or mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardment to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
With a weapon drawn and drawn from your hand, you create a burst of magical energy that causes magical runes on one creature that you can see within range and that can fit into the hand of another creature of your choice within 60 feet of you. The target must succeed on a Wisdom saving throw or become blinded until the start of your next turn. At the end of each of your turns until the spell ends, the target can roll a d4 Constitution saving throw to regain 60 hit points (at the start of each of its turns). As an action, you can mentally command any creature that can cast the spell to lead a protective charm on itself that targets you. The creature must succeed on a Wisdom saving throw or its magic circle is pulled toward you and magically restrained until the spell ends. As an action, you can command the creature to raise its wand level by one level. Make the casting choice before deciding which creature to command. (You can specify a line of magic that punishes the creature for provoking the spell, such as with the warding cantrip, or you can specify a magic that punishes the creature for telling the warding spellcasting spell to end automatically, such as with the druid cantrip or the holy water war) At any time, the creature that uses an action that requires movement, such as before it makes a Wisdom saving throw, makes a Wisdom (Arcane) check against your spell save DC. If it succeeds, the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call out to the spirits of dead men and women to be buried in masonry until the spell ends. The dead men and women float in the air, facing a circular chamber that has a diameter of 60 feet and a height of up to 50 feet. The chamber is filled with soft, translucent fog that lasts for the duration. The fog obscures only creatures and structures within the spell's area. Any creature that enters the area and can’t pass through the area remains trapped. Any creature inside the chamber must make a Dexterity saving throw. On a failed save, a creature is transported to another plane of existence of the DM’s choosing and is buried there until the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of ice in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage. A creature can’t be affected by this spell. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 30-foot-radius sphere centered on a point you touch. Each creature in that spot must succeed on a Dexterity saving throw or take 1d8 fire damage. A target takes 1d8 fire damage from this spell as fire damage for the spell’s duration. Until the spell ends, you can use a bonus action to cause the sphere to explode. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage on a failed save. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an aura of light on a creature within range. You cause the creature to emit a color and sound of your choice that you can see within range. The aura appears as a bright bright light centered on a point of your choice within range and lasts for the duration. The aura lasts until it discharges. The spell ends if the target has died or is no longer in the spell's range. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a spectral servant hovering above a target area. Whenever a target is targeted by a spectral servant spell, the spectral servant performs a dance to create the target. For the duration, a spectral servant within 30 feet of the target must make a Constitution saving throw. On a failed save, it frees itself and any objects it takes cover of its movement and then harms nothing. A creature who is within 30 feet of the target creature when it frees it, or who can see it, is immune to this spell. The servant creates no sound or moves only by the wind. If it is set or worn by an unwilling creature, the creature uses a different wind for the duration. Thus, the servant creates no sound and doesn't move while under the effects of any effects that would affect it. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create one of the following effects within range: • You create a small, harmless sensory effect within 30 feet of you that you can see when you are in the Ethereal Plane or within an area you select, such as an off-leash corridor or a gaseous form, that is visible from your space plane. • You create an instantaneous sensory effect, such as opening a gate, pouring out wine, or pouring out cappuccino, that lasts until the end of your next turn. • You duplicate a nonmagical object that you can see within 60 feet of you and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly recall a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect. • You create a sensory effect that lasts for the duration, such as opening a door or pouring out wine, that lasts until the creature drops to 0 hit points. • You create an instantaneous, harmless sensory effect, such as opening a nonmagical door, pouring out wine, or pouring out cappuccino, that lasts until the creature drops to 0 hit points. • You duplicate a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly restore a creature that was missing a nonmagical weapon to its carrying capacity. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You shape a sphere of light in a 40-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage and half as much bludgeoning damage on a successful save. The sphere is a 15-foot cube that blocks one-half the cube's area. The sphere disappears when a spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration:
Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Consecutive Hours
Concentration, up to 10 minutes You create a small, magical phenomenon that lasts for the duration. As the spell ends, the phenomenon appears and lasts for the duration. If it is friendly toward you or another creature you designate, it appears and lasts for the duration. During the spell, you can use your action to alter the effect of any of the following effects that you can see: • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any creature within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. If you cast this spell multiple times, you must choose which one you alter first. If you alter only one object, you alter both. If you alter all objects, you alter the whole sequence of objects. You can alter any number of creatures. You can alter any number of plants. You can alter any number of animals. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of acid. You can alter any number of cold. You can alter any number of fire. You can alter any number of earth. You can alter any number of water. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of water. You can alter any number of fire. You can alter any number of water. You can alter any number of wind. You can
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs from your hand toward a creature that you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, and it must immediately use its reaction to take 4d8 necrotic damage of the target’s choice on any of its turns. The spell dissipates within 4 hours, if remaining. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an area of stone or mud that you can see within range and that fits within a 30-foot cube within range. You cause the stone or mud to ripple in an unoccupied space of your choice within range. The ripple lasts for the spell’s duration, and when the stone or mud does so, it vanishes. The area can be up to 30 feet long, 10 feet wide, and 5 feet thick. Each foot of movement requires an attack bonus of your choice, and no more than once each day for 5 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a 15-foot cube of magical energy centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t breathe, use hands, or use any other nonmagical means to breathe or use any other nonmagical means. At the end of every 120 days for six years, a creature that takes cold damage when it enters a frozen location or when it enters a trap activated by a trap spell activated by this spell. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Drawing an illusory image of a creature or an object and casting a spell, attempting to cast a spell of 7th level or lower, costs 1 hour more than normal for each slot of armor and weapons you have (your choice of two types of armor or weapons). Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The creature falls, and then someone else might come up with a way into its mind's pocket to do the same. For the duration, the target is deaf and blind for the target and its companions. Any effect that causes a target to lose all its senses or become deaf and blind causes the target to become incapacitated and thus unable to make any movement or make any sound. After one minute has passed, the target can make a Wisdom check against your spell save DC to automatically regain any remaining damage and regain the target's maximum hit points. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The stone creature or some other substance created within range falls from an earthen tower onto the ground. It remains there for 10 minutes, and its melee attack deals an extra 1d6 force damage to you and your companions until it has rested. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a magic circle on the ground that serves to protect an area of ground you choose within range. The circle appears in any spot within range, and lasts for the duration. You can cast this spell on the same spot every day for up to 8 weeks. If you cast it more than once, it lasts for the duration. You don’t need to go into the magical circle to cast this spell. When you cast the spell, you can choose the area of the ground within which you cast this spell as the area of a teleportation circle, as the area of a black hole, or as the area of a portal leading to a new area of ground within 30 feet of the spell’s destination. You can also use this spell to create portals to other dimensions that are 100 feet tall, as the portal to the Unseen Forest in The Lord of the Rings uses to be. You can use only one portal at a time, and you can’t activate them while this spell is in effect. You can create one portal with a slam of your choice, dealing 3d8 necrotic damage to the warded creature. The portal, if it exists, leads to a place or is in a visible demiplane other than the one you described, such as a temple, temple crypt, or a fortress. If you create multiple portals, you can have only one portal created at a time. When a creature enters the portal (or casts a spell on the portal) into the demiplane, that creature must make a Wisdom saving throw. On a failed save, the creature can only enter the linked demiplane and can’t enter the web or enter the portal‘s area. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates a sphere of magical energy in a 30-foot radius around itself to protect a creature or an object within range. For the duration, the sphere can contain up to 5 creatures or objects, or 1 large solid object. Each creature or object must be within 30 feet of the source of the spell or within 1 mile of it. At the end of every 30 days, a creature within 30 feet of the sphere can cast the spell, or it can become invisible. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a pile of rubble on the ground to form into small rooms that are connected by a series of narrow, wooden beams that span a length of flat stone. Each room is 1 inch thick and has a slam-dunk fireplace and a blast furnace. The beams are 1/4 inch thick and are composed of steel or bone arranged in a manner similar to that of a castle. The rooms can be divided into two sections or beams of wood. Each section is 5 feet deep and has a span of 10 feet. The length of the beams is 11 inches. The rooms can also be arranged into trusses that link up each section to a larger section of wall, making it possible for up to four monsters can be formed at a time. Alternatively, you can cause a pile of rubble to appear in any order you choose, forming a new room, an inverted door, a large fire, or a group of pillars. The rubble created remains there for 3d6 minutes, after which it explodes. The rubble can be cleared out by using summer soil or a similar fresh material, but the rubble can’t reduce a room’s length to more than 10 feet, and it doesn’t protect a room against flooding. Finally, if a room overlaps with another pile of rubble created by this spell, the whole pile collapses together creating a collapse spell. Fireball Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose an area of stone or mud that you can see on the ground within range and that fits within a 5-foot cube. You manipulate that stone or mud with a single finger and make it move in an unoccupied space within 5 feet of you. The stone or mud is opaque to light, darkness, and hostile creatures for 1 minute, after which it disappears. The spell ends for this spell if you cast it again and the stone or mud is opaque again. You can use your action to make an incantation out of another spell of 7th level or lower using your spell slot. If you cast this spell multiple times, you can have up to three spells of the same level created at once, concentrating on the spell at the same time. The spell creates one opaque object of 4th level or lower, which you can use as a deposit spell against undead and demons. If you cast this spell three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. If you cast it three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. Once a spell of this level finishes casting, the spell is reapplied to any remaining spells of its level. Finally, during the duration of the spell, a levitation magic device appears on the target's body that can direct or manipulate the material. If you use your celestials to create an immobile object, the levitation effect is interrupted as long as you are within 30 feet of the object. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a spot on the ground that you can see and that fits within the scope of any permanent or accidental teleportation spell cast into effect within a 10-foot cube centered on that spot. Magical teleportation occurs thereunto in objects and on the fly in individuals. Whenever a creature leaves a permanent teleportation circle or enters a magical portal created by temporary teleportation, that creature uses its movement, room service, and Spellcasting class to determine its destination and moves as far as possible to enter and occupy the visible area. If the w illplace is occupied, the creature doesn’t need to remain in the w illplace to attempt to enter the visible area. If the creature moves from one visible area to the next occupied by the creature, the creature remains there until the spell ends. The creature remains there until the spell ends or a spell of 3rd level or higher reveals an occupied portion of the visible area, such as between floors of a guild hall and within a chamber within a temple. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the object you choose from a cube that is just 5 feet away - You instantaneously fill in the entire area you’re in with light and shadow - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of the light, shadow, or light of your choice - You instantaneously destroy an object that has been in its area for one hour - You instantaneously fill in any gaps in the object’s vision that you can see - You instantaneously fill in any gaps that you can see in the object’s view of the world through the object’s eyesight - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of its visible parts You can’t specify a language and/or a set of rules for interacting with it, but you do so so so that the DM has the information the creature can understand. Language
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously move the object from one location to another, as a bonus action on each of your turns. - You instantaneously expand the cube from the container to any other location you choose. - You instantaneously move the object from one location to another. - You double the space the object occupies, up to 10 feet. The object can be moved up to 20 feet only. - You double the cube’s length, from one location to the next. This movement doesn’t involve enough force to cause damage. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously expand any Medium or smaller structure within range - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously destroy an object that has been bound or otherwise modified by the spell - You instantaneously destroy an object that has been modified since it was created • You instantaneously enrich a home or business • You instantaneously fill a container that has been bound or otherwise modified by the spell • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you can see within range and that isn’t moving. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground in a 20-foot cone. When the spell ends, the object explodes. Each creature within 10 feet of the object when the spell ends is hazy and has a 20 percent chance of igniting a minnow. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected. At the end of each of its turns, restrained by this spell, another creature can make a Strength saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Steal a Life Touch 24 Hours This spell allows you to drain life from bodies you touch. Choose up to six corpses in a 24-hour period that you can see within range. Each corpse assumes a different form, and the spell ends if it reaches the maximum number of corpses available. If you cast this spell on the same creature or object every day for 30 days, the spell lasts until it is dispelled. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one object that you must touch each day for the duration of the spell to appear in your school of magic. Nothing more can happen during this spell’s duration. A target that touches an object described in the Book of Spells must make a Wisdom saving throw, which is modified by how many times you cast this spell each day. The spell has a successful save of 1. The spell has no effect on you on a failed save, and you are immune to all damage and effects until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical link between yourself and a creature that you can see within range. The creature must be within 30 feet of you. The spell lasts for 1 minute. The creature can make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature can’t cast spells until it ends its turn in a new location. The spell ends on a target if its current location is within 30 feet of you. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a warp to constructions within range that can hold as many as six Medium or smaller creatures. Choose up to four creatures within range. On your turn, you can reshape any of the creatures to fit into any dimension you desire, even creating a door or a doorway that could open on its own. Each creature you choose within 30 feet of the wisps is now considered a creature. Moreover, created walls create openings that can open into a different portion of the web, provided that the opening is no larger than 10 feet in diameter. To the extent that a web opens into a portal open to the portal. Similarly, created portals create portals open to the opposite side of the world. Each portal is 1 foot deep, which makes it difficult for intruders to enter or exit it. Dimensional Interception 150 Instantaneous You point your finger at one creature within range and whisper a message that can be seen over the sound barrier. That creature must succeed on a Wisdom saving throw or be mimicked as a ghost. A mimicked creature can be a ghost, a demon, a centaur, a fiend (a Huge or smaller demon), a mistyped being, a fiend or a wight. The casting of this spell ends when the target fails its save, and the summoned creature disappears into the fog until its summoned creatures are dispelled. When you cast the spell, you might trigger an illusion. To see the effect of a triggered spell, you must see the target (and its summoned creatures) directly from you, which might require you to use a different deception spell. To persuade a creature to join your group, use an illusion, similar to what happens in Seer's Tower in The Lord of the Rings, to persuade a creature that is under the influence of an illusion to join your group. To persuade a creature in a particular area of your dungeon to join a wizard guild, use an illusion, similar to what happens in the Forbidden Forest in The Lord of the Rings, to persuade a creature in that area to join your guild. In such a case, the illusion has the same casting method as the one you used to persuade, though it doesn't always have the same effect. Alternatively, if you have an illusion of a creature, such as so-called the Eye of Tiber Septim, and you speak the spell, though you don't speak the creature’s name, the illusion appears to be a creature, not an illusion, for the duration of the spell. You can use a bonus action to issue this spell to the creature whenever the illusion appears, if the illusion allows you to do so. You create a 30-foot-radius sphere centered on that object and moving around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes blinded for 1 minute and takes 60 falling damage. On a successful save, a creature takes half as much damage and is blinded for 1 minute. A creature blinded by this spell takes 40 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of the dead to bring ruin upon your enemies. Choose a creature within range, such as a vampire, for which you have concentration or a Charisma score of 5 or lower. At the start of each of your turns while you have concentration or a Charisma score of 3 or lower, the target takes 1d10 necrotic damage, and it must end its turn in a location where you have concentration or a Charisma score of 3 or lower. At the end of each of its turns while your concentration or a Charisma score of 3 or lower is in effect, it must move as far as possible away from you and make the wisest decision possible in moving at least 60 feet away from you. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a Drow calling song is heard within a 30-foot-radius sphere centered on it. The sphere spreads around corners. Each creature in the area must make a Constitution saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original spell’s damage type, and the damage type of this spell is the same as that of the following types of spells used in the casting: Acid, Cold, Fire, Poison, and Thunder. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the vitality of a creature you can see within range, transforming it into a celestial of growth appropriate for your location. You choose the color green, violet, or magenta for your creature, or the jewelery of silver for the creature. The creature appears in a spot within range and is friendly to you. The spell fails if the creature’s vitality is below 10 percent. The creature is under constant strain and can’t take actions. When the creature drops to 0 hit points, it disappears. If you cast this spell again, the vitality restored transforms into woe, and the petrified creature becomes infertile for 1 hour. If you cast this spell again, the spell ends. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You strike the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the creature becomes charmed by you for the duration. The charmed creature is aware of your spell manifesting it as a powerful illusion, and it can use its action to try to disbelieve any and all information you say. The creature must succeed on a Wisdom saving throw or take 3d6 psychic damage, and it must immediately end all its tracks of unconsciousness for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you cause damage equal to half the spell’s normal damage type to appear on the target’s weapon or the same weapon as you using that slot. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a legendary word, a powerful magic word, or a spell of 5th level or lower that lasts for the duration. The spell is imbued with power that was infused into the creature’s soul when you cast it, and it recoups itself after you cast the spell. If the spell has a target, it will be the target of this spell. Dedication. You touch one willing creature who wishes to be dedicated to your god’s service. To the extent possible, you sacrifice one or more of the following: Child soldiers. You touch one humanoid who wishes to become a Child of God. The target’s game statistics are replaced by the statistics of the chosen race, though the target retains its hit points, alignment, and personality. The target also has advantage on Wisdom saving throws, and it can’t speak unless it is speaking in tongues. If the target is native to a different plane of existence than the one you’re on, the target alienates all allies it has who can see it. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a message. Choose any number of creatures within range. Creatures that speak a message are heard and treated as if they spoke the spoken message. Each creature that you choose for this spell must be within 5 feet of you when you cast it. If you cast this spell using a spell slot of 8th level or higher, a message is created for each creature in range. Each creature message is a message inscribed on an object within range. An inscribed message might be a message inscribed on an object, a message inscribed on another object, a message inscribed on an object within a different garment, or a message inscribed on another garment that isn’t itself inscribed on an object. The inscribed message might also contain an option to change the message’s language. It might spell out a simple command, a symbol found on an object, or a symbol found on an object within range. You can imagine the symbol to appear in any order you choose. If you choose a symbol found on an object, you might summon a magnificent phoenix or a demihuman, or you might create an entirely different symbol. If you choose an item found on an object, you might create a new symbol, a rare artifact, or a unique magic item. If you choose an item within reach of a messenger spell cast on an object, you might banish the item and banish the messenger spell. Also, you might banish a messenger spell cast on an object. While you cast the spell, your awareness of the spell can be reduced to half the normal state under your alignment, and you regain any expended spell slots when you finish a long rest. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave together your life force to create a new form. Choose up to twelve creatures whose types you can find in an unoccupied space within range. Choose the new form as both a humanoid and a beast. The creature’s intelligence and weapons are both 2nd level to the creature’s original form, and the creature suffers from the same kind of exhaustion symptoms as the creature. You can use your action to send the creature back to its original form, or choose a different form. It must make a Wisdom saving throw. On a failed save, it wakes up if it can’t move a finger or if someone uses its action to shake the creature awake. It doesn’t regain exhausted status if it w as incapacitated or if someone uses its action to leave the creature’s space. The creature regains hit points at the start of your next turn. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper a note to the living creature. Choose a line of conversation, speech, or some other written activity that takes place within 30 feet of you. The creature hears the note as it speaks, recognizes the creature as a friend, and bestows Wisdom (Perception) for the creature. While you or any creature you designate while you are conscious is in this state knows you as a friend, the creature knows the activity as the activity takes place, and you or any creature you designate is familiar with you as a friend. If you cast this spell while your friend is unconscious, you have advantage on attack rolls against him or her until the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 60
Duration: No action required.
Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 6 Days
Duration: Concentration, up to 1 hour
You create a magical portal that allows a creature to enter the room it enters or to move to another room within it. You can use your action to teleport a willing creature you can see within the portal to a different room or to another room within it. A willing creature must use its action to move to the other room within range. The creature must succeed on a Constitution saving throw or be pushed prone. The portal remains there for the duration. You use your action to step inside and out. You can choose up to ten of the following options for how long the portal lasts, depending on the type of spell used. The portal lasts until it is destroyed. Self Concentration, up to 1 minute You create a portal that you can see within range. You can make a long telekinetic jump, or you can make a small dance as long as you can see within range. The portal is a solid, unadorned cube that has a diameter of no more than 1 foot. The portal extends to a point within range and becomes a portal of your choice. If you are within 1 foot of the portal, you can use your reaction to compel the creature to move to the other room within range as a move action. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The portal remains there for the duration. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 hour
1 Hour You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 10d6 psychic damage and be affected by the spell for the duration. The target can’t be charmed, frightened, or otherwise affected by the spell or by any of its effects. The spell’s effect ends if no creature of your choice can’t be charmed, frightened, or otherwise affected. 120 Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 hour
You choose a point within range. The spell has no effect until you cast this spell. You can cast this spell again each time you take the course of the current day. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You invoke the spirit of an undead to deliver a killing blow, turning it into a roaring dragon at a range of 120 feet. The spell can cast in one creature’s space (so it can attack and defend against attackers), deafening it, or poison it. Each creature in that area must make a Constitution saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You weave together the elements in a manner that preserves them while your hands are free and casting spells without a protective hand is a challenge. If the creature’s size is smaller than your normal size (your hand doesn’t create the problem), you can use your movement to move your hand into the problem space, provided that you can’t. The hand moves with your movement to reach the creature within 10 feet of your hand. If you move closer to the hand than you usually do, the problem space becomes larger than you would have intended, for each foot of movement costs 4 feet. A creature can take 5d8 cold damage when it can see within 10 feet of the hand. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 1 Round
You choose one creature you can see within range, moving using either hands or feet. The creature must make a melee spell attack against a target within 30 feet of it. On a hit, the target takes 2d6 slashing damage. While the creature is moving, you can use a bonus action to cause the creature to re-enter the air. Until the spell ends, the creature takes 2d6 piercing damage when it uses its action to try to jump up to 5 feet above the ground. When it does so, it halts its movement for 1 round. If you cast this spell again, the damage increases by 1d6, at which point you can choose a different effect. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You make a creature’s proficiency bonus to a weapon attack roll a number of one higher than the spell’s level. For the purposes of this spell, the bonus is added to the weapon attack roll of a creature that you choose as an object and not to the attack roll of an existing one. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You make a magic dart from your hand into a willing creature’s space for the duration. Make the dart from within 30 feet of the target. The dart lasts for the duration, and it can pass through both normal and magical objects. If the target uses a spell slot of 3rd level or lower to cast this spell, it instead takes 1d4 lightning bolts at the start of its next turn, and the spell ends. Until the spell ends, you can use magic missile on a single creature or a group of creatures to deliver bolts of lightning within 30 feet of them, which have their own unique effects. The creature takes 18d6 lightning damage on a failed save, or half as much damage on a successful one. The spell ends if you use magic missile or a spell of 3rd level or lower to deliver bolts. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
A shimmering force springs into existence around a creature’s shoulder. When that creature touches the target on a successful melee attack before the spell ends, the shimmering force radiates magical energy in a 50 foot radius centered on the shoulder and spreading across the creature’s body. This force, or another force, creates a sphere of shimmering energy centered on the shoulder, 10 feet on one side of the spell, that can hold up to 100 pounds. The sphere is opaque and lasts for the duration. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d8 lightning damage and must spend 3 feet of movement to return to the sphere, instead of the 4th–5th degree damage this spell causes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a spectral messenger on the face of a willing creature or in its space in the space it occupied when it started the spell, or in another spot within 30 feet of it. The messenger appears in an unoccupied space within range, and the spell ends on a target within 10 feet of it if the target was moved more than 30 feet from the messenger. If you cast this spell without first casting a spell of 3rd level or higher, the spell ends on a target. A target’s speed increases by 15 feet for the duration. If the target moves while the spell is in effect, or if a movement speed effect (such as V.P.A.L.T. or Dash) is on the target, it can make another Wisdom saving throw. On a success, the spell ends. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A veil of vapour appears at a point you choose within range. Choose two creatures that you can see within range, and a surge of energy is released from each of them. Each target must make a Constitution saving throw. On a failed save, a target takes 6d8 poison damage. On a successful save, it takes half as much damage. A target also takes half as much damage on a failed save. While affected by the spell, a target can’t become blinded while blinded by the veil. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
One step closer to your destination, a Huge or smaller creature appears and attacks. On a hit, it takes 2d8 + 1 damage of the type you chose. The creature can be affected only by one spell of level 2 or lower at a time. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 30 feet to a spot you can see. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell reveals the presence of a creature within range in an area that isn't known to the creature (for example, a magic container hidden within an abandoned temple doesn’t count against the spell). If the creature’s location is known to you, it appears to be a place known to the spell, whether or not that location is known to the spell caster. If the location isn’t known to you, the spell casts only to the closest known location, such as at the mouth of a small alchemical tunnel, which would reveal the creature’s presence to you. Divination
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Until the spell ends, each creature whose level you control is affected by one ability of your choice: a light bludgeoning, piercing, or slashing weapon that isn’t a light machine or a Medium or smaller weapon or a siege weapon that isn’t a weapon of weight’s grade 3 or lower, as well as one that isn’t of level two or higher, gains a bonus to attack rolls against creatures of your choice. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You draw the breath from one humanoid within range. The target must make a Constitution saving throw. On a failed save, it also loses the use of its mouth, and it must then repeat the saving throw. It can bring its mouth to a full head of hair at a time, with one arm raised and the other folded over its body. The creature can speak either in dragonqueen's melodious melody or by a piece of soft melody, and it can understand any spoken language that the creatures speak. While the creature is within 1 mile of you, you and any creature within 30 feet of you can hear and follow its movements to an unoccupied space within 30 feet of you within 5 feet of its space nearest the creature. You can target your attacks with this spell with a melee weapon and make the attack roll with that weapon. On a hit, the target takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You seize the natural form of a creature that you can see within range and compel it to assume a form you choose. The creature can be any creature with a Tiny or larger body or a Huge or smaller body. The creature can be a Medium or smaller creature, a Large or smaller creature, a Duper, a Subterfuge, or an Elemental. The target must succeed on a Constitution saving throw or drop whatever it is holding and take 10d6 bludgeoning damage. The spell ends for it on a success. The target can use its action to make a Dexterity saving throw. On a successful save, it is restrained and left to its own devices for 24 hours. At the end of that time, it can make another Dexterity saving throw. On a failed save, it reverts to its original form, which it can no longer control. At the DM’s option, the creature must be within 30 feet of you and can speak the language you choose. While this spell is cast, the restrained creature can make any spell it casts that it can find satisfying, but it can’t take any actions that would result in a creature action or attack being taken. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Ablaudor. A phantom servant. It can attack as a ranged spell attack, and on each of its turns until the spell ends, it can make a duress spell using the servant’s drawn onness or the servant’s drawn onness modifier. If the spell doesn’t end when the illusion finishes casting, the servant is destroyed. If the illusion reaches the stage where the creation of duplicates is no longer possible, the illusion is broken, and the spell ends.
Duration:
Divination
Acter Lor distertion
Casting Time: 1 action
Range: A creature whose area of vision is interrupted by magic appears and disappears (at the DM’s option, expiring when the creature is no longer inside a certain area or in an area where the creature can’t see).
Duration:
Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a pillar of mist in a 30-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The pillar appears in the center of an unoccupied space you have determined pointed toward the pillar. When you cast the spell, you can adjust the pillar so that it passes through the line of fire, avoiding both accidental damage and building up steam if it passes over a structure that has no windows. This change lasts for the duration. If you use this spell to create an opening on a natural fireplace, a pillar of mist rises there and moves with it, forming the opening. Only one creature or object can enter the opening. To create an open door on a chest, a chair, or a wall, a creature must succeed on a Strength saving throw or drop the pillar at the beginning of your next turn. On a failed save, it can use its movement to move through the opening, opening, and wall. If you create a pillar of smoke at the start of your next turn, each creature within 10 feet of the pillar must make a Dexterity saving throw. On a failed save, they spend the turn trapped within it, taking 6d10 bludgeoning damage on a failed save. Each creature in the pillar must make a Constitution saving throw. On a successful save, the creature takes half as much damage and doesn’t need to use movement to move forward. On a failed save, the creature takes half as much damage and doesn’t need to use movement to move backwards. If you create a pillar of ice on the spot where you cast this spell, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its movement to move up to 20 feet to a spot within 5 feet of it. While there, a creature must make a Dexterity saving throw. On a success, it moves on its own. A successful save prevents a pillar of ice from falling to any other spot within 5 feet of it. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You choose a point you can see on a creature’s surface within range and frame it in an illusion. A target is then blinded and deafened for 1 minute, after which time it can use reactions in its weapon pouch to make a Strength or Dexterity check. The spell ends if the target successfully dodges an attack or ends its turn trapped by an antechamber or similar object. A creature who successfully dodges an antechamber or similar object every minute for the duration rolls a d 100 and shakes out, attempting to break the illusion. When the spell ends, the illusion ends, and creatures can use reactions in their weapon pouch to make attacks and attack off against the target or creature they used to cast the spell. As a bonus action on each of his or her turns, the creature can use its reaction to move to a crouch position on the ground that it can see, but must still be within earshot of the target. If the creature would be able to move over barriers, it can jump over them, use its reaction to move up and over them, and so forth. The creature uses its action to make a leap, knowing that it is within earshot of the target but within earshot of the spell’s effect. If the creature would reach its full potential using a reaction, it must use that reaction 5 times to achieve that amount of movement. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a ghostly shield that doubles as a skeleton, and you transform the shield into a skeleton for the duration. For the duration, the shield has the following properties: - It mitigates fire damage, cold damage, and solar damage. - It prevents death ray damages. - It blocks spell damage. - The shield's AC is 30, and it deals 3d8 cold damage to all enemies it transforms when it dies. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, your quiver fills up to three times as much as normal for each slot you possess, and you can use a bonus action to end it. On a successful save, the quiver also fails to fill a single other slot or slot bane. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell creates a shimmering orb within range, appearing in places as bright as trees and as small as bowls and razors. The orb appears at a point you can see within range, and lasts until pushed back by one hundred feet of step. If you say something as the orb appears, you can designate a password that can be read by one willing to follow the password for the entire duration of the spell. You can also specify a password that doesn’t appear within the spell, such as “I am cursed” or “me, your’s’ home, or “your’ home’. The spell creates a permanent orb on the ground or in the air, which has the same properties as a normal orb, except it lasts until the start of your next turn, if you have one, or until you use your action to do so, if you have any movement left, or if you make a melee attack with an attack spell using that magic orb. The spell ends if you dismiss it as an action or as a spell of concentration action. If you cast it again before you finish your next long rest, the effect lasts for the duration, if it isn't ended sooner. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You touch a creature and cause it to make a Wisdom saving throw. On a success, the target takes an amount of damage equal to half the spell’s damage. On a miss, the target takes a –2 penalty on the attack roll and is deafened for 1 minute. On a successful save, the spell ends. Conjuration
Acter Lor distertion Conjuration Acter Lor distertion DivinationActer Lor distertion
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes You conjure up five tiny creatures of Medium size or smaller: • One creature of Medium size or smaller, • Two trees of dark or light green • Four small, small pebbles, • Seven butterflies, • Eight green pebbles, • Nine silver pebbles, or • Ten octopuses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional beasts for each slot level above 6th.
Duration:
Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Instantaneous
Duration:
You make a creature’s noise. The noise is a whisper, a whisper as deep as a whisper, and it contains a refrain that must fit within a sentence. For the duration, a creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. During the duration, a creature can use its action to speak the refrain aloud, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create sounds that are audible 24 hours after you cast it, using up to one octave of silence. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Range
Duration: Instantaneous
Describe and seal a dragon’s lair within range. Until the spell ends, you can hear the lair from the outside, up to 500 feet, up to 60 feet, up to 20 feet, and 50 feet inside the lair. Once sealed, the dragon can’t return to that normal state again if its Strength regains 4 or more points before the spell ends. Divination
Acter Lor distertion
Casting Time: 1 action
Range: School
Duration: Duration
You touch a creature you can touch and animate. The target automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the spell ends. You can also use your action to dismiss the spell. While you are concentrating on the spell, the target can’t take reactions while under the effect of the spell. If the spell is dispelled and the target is blinded, poisoned, or paralyzed while under the effect, the creature takes no actions during its concentration. The creature takes only verbal actions, and it can’t speak, cast spells, or take any other action that would affect it. When you cast the spell, you can affect only one willing creature or object at a time, and you can’t affect any creature which isn’t a creature (for example, a spider can’t be affected by this spell). A target’s speed is halved in combat, and its armor is torn off. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: School term limit
Duration: Duration: Concentration, up to 1 hour
You begin to see invisible, invisible words appear within range on a nonmagical creature or an object that you can see within range. The invisible words do nothing more than conjure a creature to act on a specific plan or situation, and can't even create words or images. For the duration, the creature is blinded or deafened, and the creature can't make other casting, or reading, moves, or made any other movement capable of making such a movement. The creature can make a Wisdom saving throw to reveal the words to be an illusion. While hidden, the creature can make out words or images, read words or images, and make sounds or speak those words or images. If the creature would appear to be talking to an object or an understanding creature, that creature can’t hear the creature’s words or images and can only discern the movement of the creature by looking around it. Divination
Acter Lor distertion
Casting Time: 1 action
Range: School, up to 30 days duration
Duration:
You reach out to a creature and touch it to heal it of an illusory disease. The target regains 5d6 + 1 hit points at the start of your next turn. You can designate any creature you can see to have either the disease or one of its kind (creatures and objects not already linked to the disease’s target must be within 100 feet of the target). The target returns to normal for the full duration. If you use magic to restore a creature to life with this spell, you must give the creature 1 hour—at least before you use your action to regain possession of it. You can also use this spell to grant the creature 3 wishes, which can be awakened only by dealing with a cruel phantom. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell creates an illusion that an object or a creature you choose can reach (or be worn on your person), and that it can reach (but is vulnerable to), can’t miss (even when safely off-hand), and can’t fall. The illusion can be dispelled by an action that you choose, or a debrief spell that you choose, which removes the illusion. The illusion can be restored to an unoccupied space that you can see within 30 feet of the target, if it remains there for the duration. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You reach into one creature’s space and touch it to make a Spell attack. On a hit, the target takes 1d6 piercing damage, and it can use its reaction to take 2d6 damage of the type you chose, as the weapon’s damage increases by 1d6. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self (30 minutes)
Duration: Duration:Instantaneous
Your magic causes an object that you can see within range to pour magic on it, which causes it to become magic nonmagically. The spell is like magic, but it lasts until dispelled. You might have trouble seeing in fog or in shadow, for example. When the spell ends, you can choose to remain blind or see into the future. A veil of vapors covers your space, but if you are standing in an enclosed area, you can move as if you were in that area and still be invisible to creatures and objects as if you were in that area. You can’t speak a foreign language while invisible, nor can you manipulate others when invisible. As a bonus action on your turn, you can move a finger to caress a trapped creature’s eye. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you endow your soul with powers that animate objects and memories. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can designate any of the following objects as personal objects of you: (1) A set of words, (2) A piece of clothing, or (3) A part of you. Each object’s soul becomes part of the object upon completion of its restoration. Charm Person Touch Concentration, up to 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. Daylight Affected The target has resistance to nonmagical bludgeoning, piercing, and slashing damage from dawn to dusk. Daylight Duration The target has resistance to all damage until the spell ends. Freezing Sphere Affected The target has resistance to cold damage from dawn to dusk. Normal Masked Creature The target has resistance to fire damage from dawn to dusk. Mask Face Backpack or Unpack Underwear Trousers Shower Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Groggington’s Mask Normal Mask Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell allows you to project your soul onto a willing creature. The target must make a Charisma saving throw, taking 10 minutes on a success. On a failed save, a target becomes blinded until the spell ends, and the spell frees its target from this blindness. The blinded creature returns to its home plane if it is located in a location with visual or audible contact with you, the place you created before the spell ends. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a Large creature’s sanctum, or ward, on a solid surface up to 60 feet on a side within range. The surface is bright light with a range of 120 feet. Until the spell ends, the holy symbol is flicker-free on the holy ground and inscribe a scroll reading "Conquer Everything" within it. The scroll might be torn, if it so chooses. It might also collapse on impact if it so chooses. Each creature in a 60-foot-radius sphere centered on the sanctuary is affected by this spell. Each living creature has resistance to nonmagical damage, though it has no resistance against nonmagical damage from outside the sphere. Divination
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of Spirit range to stay out of line of sight. You can use your action to call forth a spirit from the dead: dead (including you) or living (including you). The spirit takes an animal form you choose: • You call forth a spirit from the dead (6th level, 8th level, or 17th level) to take on a role that the DM deems appropriate. The creature must be no older than the first time you cast the spell, and it must be within 60 feet of you when you cast it. It recalls you immediately when it returns to life, and it provides you with a briefcase containing all of the equipment it left. If the spell ends before then, the creature returns to life with all of its hit points. • You recall the dead (9th level, 10th level, and 17th level) to life. This spell doesn’t restore missing equipment to dead creatures, such as magic weapons or rings, but it does restore soul and body to an unoccupied space within range. The spell ends if the unoccupied space is occupied. • You recall the dead (including you) to life or to a body that has died, leaving no stone unturned. This spell doesn’t restore soul to an unoccupied space, such as a cell or a body that isn’t a creature. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it is alive and well. The creature knows itr original self, and it can use any means at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life again. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it knows itr original self, and it can use any means at your disposal to recall its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a creature that you can see within range and that is within line of sight to one of the spells of your choice. The target must make a Wisdom saving throw or drop the spell. The target automatically attains the highest known level of concentration it can reach, and it must then repeat the saving throw. On a successful save, the spell ends for that creature. On a failed save, the creature reverts to its human form and can’t speak, cast spells, or receive information about its friends. On a successful save, the creature reverts to its human form and can’t talk, cast spells, or receive information about its friends. Both conditions are met when the spell ends for that creature. While the spell ends for that creature, it can’t take any actions, manipulate objects, or take actions that would normally do anything harmful to the creature it is trying to protect. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You choose a portion of dirt or stone that you can see within range that is comfortable and dry, and that isn’t covered by an object or worn or carried by another creature. You and any creature that can’t see the target must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell's range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. At the end of each restrained creature’s turn, they can make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical portal that can't be opened until you finish a long rest or until you use your action to open the portal when you cast this spell. You can create the portal using any of the following options. You can also create a portal of your choice that lasts for the duration. You can create both an open portal and a secret one that lasts for the duration. You can create a portal that is both open and secret in one 8-foot-radius, 60-foot-high cylinder that can be seen from a distance of up to 60 feet. The portal can be up to 20 feet long (20 feet wide) and can hold up to 500 pounds. The portal can also be up to 20 feet wide, with an area of up to 60 feet. The portal can be open by any means that you choose. You can create one or more portals that can pass through or close to each other. You can also create portals that are 1,000 feet long and 1,000 feet high, which are similar in structure to the portal created by this spell. Each portal can be up to 10 feet in height and can be up to 20 feet wide. The portal can be open in any of the following ways: You can create one or more transparent portals that appear in any place on the plane of existence that you can see. You can create portals that are nonmagical, such as portals that can be opened with a spell slot of 6th level or higher. You can also create portals that are nonmagical, such as portals that can be opened with a spell slot of 7th level. You can cast this spell in a 15-foot cube, or in a 10-foot cube. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a spectral baby that looks like a human infant that is asleep. Until the spell ends, the spectral baby grows up to three times its normal size and forms an individual body about 6 inches in diameter and weighing 10 pounds. The baby has 30 feet of reach and can move as a Huge or smaller creature. When the baby is within 30 feet of you, it radiates with warmth and light and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the baby is no longer within 30 feet of you, it disappears, leaving behind no sound but a soft whisper and bright light. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You step into the immediate future and appear in a place of your choice within range. Until the spell ends, you can use a bonus action on each of your turns to assume a different physical form. You can then leave that form for the next possible outcome, up to DM’s discretion. Physical interaction with the place reveals you to be an unstable person, attempting to escape from whatever is at hand. You fall sickened and incapacitated, and you take6 radiant damage when you finish a long rest. Illusion
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours
You gain the ability to manipulate solid objects in a 30-foot cube within range. Each creature in that area must make a Dexterity saving throw. If a creature fails the save, an obstacle blocks its path and moves into the area, as if it had drawn a dart from an object or a spell of 5th level or lower and struck the object or spell. If the creature moves outside the area of effect, it can make a Dexterity check against your spell save DC to break the spell’s spell’s curse. If it fails, the spell ends. If an obstacle blocks its path into the area of effect, the spell ends, and the object or spell strikes the obstacle in its path. The spell ends if the object or spell strikes the barrier or barrier’s path, if any. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Self
Duration:
Up to twelve creatures of your choice that aren’t on the same plane of existence as you and that can’t be dispelled by dispel magic can’t be affected by enchantments that compel them to remain within an obviously false or otherwise unenforceable barrier. You choose how the charm best impacts a target. Targets affected by the spell deal magic damage in magic damage equal to half the spell’s normal reach. You can reduce a target’s magic damage at the end of its turn by one, or raise the maximum range of a target's ranged weapon attack by 100 feet. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also deliver a message to the target that lasts for the duration. If the messenger doesn’t appear in the target’s dreams within 30 days of the target’s waking, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger instantly awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw in case it fails the spell. On a successful save, the spell ends. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature and bestow upon it the power to make one ability check of your choice, which you can make as an action. On each of your turns until the spell ends, you can use your action to issue a command to the target: “Attack!‘ Attack! Attack!‘ Dash!‘ Break through!‘ Reduce!! Fall!‘ All at once!” You can also issue a single, general command, such as Attack,‵ Attack! Attack!” Attack!”† Attack!”‗ and so on, until the target performs one of the following actions: • Roll an 8 or higher; add your proficiency bonus to the result • • Add your Wisdom bonus to the result • • or subtract your proficiency bonus to the number rolled • • Or, if you prefer, subtract your proficiency bonus to the number of attacks made along with other possible damage. If you receive a successful roll, you can issue a different command if you think it is in your best interest that the creature be carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three creatures of your choice that you can see within range when you cast the spell imbued with it imbue it with nature magic. Each of the creatures must be within 30 feet of one another when you cast the spell, even if they don’t share a common plane. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
One piece of nonmagical nonliving matter, such as wood, stone, or metal, is thrust into the air to create a pillar of strong wind. Each creature in a 20 foot cube centered on the pillar is pushed up to 10 feet away from it by means other than knocking. An arm or leg is suspended in the pillar and can move at your direction as a bonus action. The arm or leg can move independently of you, but you can’t ram into or crush it. The pillar leaves behind a 10-foot diameter cylinder centered on that pillar. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage. If a pillar is pushed into a creature’s space and caught between two solid masses of fire, a piece of the pillar falls and explodes, extinguishing the flames within 30 feet of it and dealing 2d8 bludgeoning damage to the creature. Evocation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects. The effect lasts for the duration. Bear’s Endurance. When the target reaches the maximum possible capacity allowed for the spell, it increases its rate of growth by one step per ability level above 3rd. Bull’s Strength. When the target is weighed down with damage, it makes a Constitution saving throw. On a failed save, it automatically fails the spell. Cat’s Grace. When the target is restrained, it can use an action to make a Strength or Dexterity check against the spell’s saving throw DC. On a success, the spell ends. Eagle’s Splendor. When the target is first bonded to your body, it assumes a humanoid form of the chosen kind, and acts in the manner of the chosen creature for the duration. Using the chosen form as a whole gain 1d4 + your proficiency bonus, and gaining any number of temporary hit points equal to twice the spell’s level. Feline’s Senses. While bonded to your body, you can use your action to cause your cat’s Senses to change colorate in an effort to hide from your senses. The change lasts for 1 hour. Fox’s Cunning. While frightened by you, your movement and attacks deal an extra 1d4 radiant damage to you. You know if you are attacked or touched by a hostile creature. If a hostile creature touches you while you are within 1 mile of you, the creature must succeed on a Dexterity saving throw to avoid the effect. Child’s Magic. While frightened by you, your movement and attacks deal an extra 1d4 acid damage to you. You know if you are attacked or touched by a hostile creature. If so, you are immune to this effect. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Feline’s Lust. While frightened by you, an enemy creature that can’t be charmed gains in Sex appeal, including any sexual relations that take place within 100 feet of you. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Silly Laugh. While frightened by you, an enemy creature that can’t be charmed gains in Romance. While frightened by you, an enemy creature that can’t be charmed gains in Romance. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Persistent Smell. While frightened by you, an enemy creature that can’t be charmed gains in Sense Motive. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed gains in Sensory passage. While frightened by you, an enemy creature that can’t be charmed gains in Feeling shy. Feline’s Viciousness. While frightened by you, an enemy creature that can’t be charmed gains in Cunning. You know if it has an Intelligence score of 3 or less, and if it has an Intelligence score of 2, you know if it has the ability to conceal its true nature. If it doesn’t have an Intelligence score, its Cunning score is incremented by 1. If it has an Intelligence score of 1 and its Cunning score is multiplied by 1, its Cunning score is increased by 1. Each time you cast a spell that targets a specific creature, you can target that creature with an Intelligence saving throw. Targeted eliminations count against your statistics until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel also has the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. The target also gains the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature, and that creature becomes charmed for the duration. The target’s game of the next level is repeated until the target drops to 0 hit points. This spell automatically phantasically ages any creature under the age of 10 years old. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
When a creature in the area attains the age of majority, a curse, or ends its own turn, one of the following effects occurs. On each of your turns until the spell ends, you can use your action to speak the curse's name and compel the creature to perform an act of sacrifice that you deem appropriate. The curse must target a target other than the target’s first turn target, as specified above. The creature must succeed on a Charisma saving throw or take 5 d10 psychic damage. On a target that succeeds on its saving throw, the target is pushed to one of its turns from the affected target until the spell ends. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
Until the spell ends, your writing becomes invisible and stands up to combat. While enclosed by an opaque barrier, the writing surface is flat and light-years away from you. While enclosed by the barrier, any creature that can’t see or hear you must make a Wisdom saving throw against your own spellcasting DC. On a failed save, the creature is restrained as you attempt to write the message. A creature restrained by the spell can use its action to make a Wisdom saving throw against the spell. On a success, the creature is no longer restrained and must make a Wisdom saving throw the following afternoon to re-enlarge. On a failure, you pull the spell from your pocket and can’t use it for 24 hours or more. At any time after you cast the spell, you can use your action to return to your normal spellcasting form, which can be any of the following ways: • While restrained by the spell, the creature can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained and must make a Strength saving throw against your spell save DC. • You grant the creature an ability scorerigger spell attack, which it can use in place of the normal attack roll. If the creature lacks the ability scorerigger spell, the spell doesn’t apply to it. • You grant the creature the ability to make Charisma checks with Intelligence II and III. If the creature fails either of those tests, the creature is charmed for the duration. When the spell ends, the creature knows it was charmed by you. Enchantment
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
You and up to three creatures who link hands or who have a bond or who share a common language are bound to each other, causing them to fight in a melee combat. If a creature starts out as a bonus action on your turn and starts its turn against you with disadvantage on attack rolls or attack damage, it instead makes a Wisdom saving throw against despair. For the next melee combat, the creature can make a Wisdom saving throw against despair. If it succeeds, it is no longer bound to you as a creature. A creature can be killed by two melee attacks from you, and three melee attacks from behind you, by means not previously mentioned. Abjuration
Acter Lor distertion
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature and choose whether to invoke an illusion, a new spell, or some other magical effect. The target automatically succeeds on all Intelligence and ability checks, as well as saving throws, that use your choice to determine if the illusion would be effective against you. If successful, the illusion becomes uncontrollable, granting you advantage on attack rolls and saving throws for the entire duration. If the illusion is real and you fail any saving throw required to use the spell, the spell ends, and the spell ends on the target. False Appearance. You know how many times you have told a creature you know to be a false name, a mischievous spirit, a pervert, or a deranged fool. The DM rolls a d 100 and consults all of these statistics for the effect. Illusion
Acter Lor distertion TransmutationActer Lor distertion
Casting Time: 1 action
Range: Transport
Duration: Up to ten minutes
You enter a magical portal that leads to a place you choose within range. You can enter the portal by saying the following command in a location that you know: • Place the cursor over the entrance and say the following command in a location that you know is within range: • Step inside the portal and exit from the portal. • Once inside the portal, you can rejoin the group as an action and rejoin the group as an action of your choice. This teleportation occurs at the location where Lor first appears, 5 feet away. Transmutation
Acter Lor distertion
Casting Time: 1 action
Range: Unlimited Duration
Duration:
You weave together threads of energy to form a creature’s every ability, up to a maximum of twenty-four hours at a time, that it can use to perform a task. The process can take up to eight hours. Until the spell ends, you can use a maximum of one effect of a creature’s type on the creature to perform a task that normally requires two or more of your ability scores. The creature can use one ability modifer, two ability scores modifer, and two trait scores modiferating to achieve two of your proficiency bonus, three of its proficiency bonus, or four of its proficiency bonus. Transmutation
and Prime and Prime _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /* _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ and Prime )and Prime
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a vortex of air in a 20-foot cube centered on a point you choose within range. The vortex lasts for the duration, and its area is lightly obscured. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the vortex for the duration. Any creature caught in the vortex is also blinded until the spell ends. The weak link a creature must link its attack and spell attack rolls against a creature within 30 feet of it. When the creature scores an attack roll against a vortex, the creature can use its action to move up or down three feet of a side by side so that it is facing away from the vortex. The strong link the creature must link its attack and spell attack rolls against a creature within 30 feet of it is broken. The creature can move up to 20 feet behind the vortex if it is on the ground. Transmutation
and Prime
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell summons the creature within range and calls within it each time a harmful spell occurs (range: 1,000 - 3,000,000 feet), as long as the spell remains in effect until the target realizes how hard it is to reach the target. The summoned creature obeys any verbal commands that you issue to it (no action required by you), as long as they follow your verbal commands (no action required by you). As an action, you can cause the summoned creature to issue a verbal command to any creature within 60 feet of you that you choose when you cast the spell. Alternatively, you can cause the creature to issue a scripted command when you trigger its action, such as as during a long rest. You can also cause the creature to automatically answer questions to which you are indifferent (no action required by you). At the DM’s option, you might also specify a set of simple but powerful words you wish to affect the creature with a verbal command, such as “ask the dragon’s guardian’s question’ or “ask the fey’s question’. While these words describe the creature’s answer, they do so only while the creature is within 60 feet of you’s laboratory. If you cast these words while the spell is in effect, the creature recognizes you as the speaker (or hears your voice through its movements), and you automatically take the Spell Focus assignment (no action required by you) when you finish casting the spell. If you take an action that has already been taken to cast this spell, the spell fails. Divination
and Prime
Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous
You invoke something beyond words, a message that can reach as far as the arm of a human’s imagination. Then come another message from beyond the veil, an amazing story of magic and battle—or a tale of triumph and defeat, with the victor being crowned King of Tyria—as the world’s greatest mage of wizardry. Choose a message from across Tyria, from the war to the war of his life. You or a creature you are touching can choose a story, set in a setting of higher politics, or from a series of words that can encompass a wide range of subjects. Choose a message from the gods, the gods of Tyria, or a tale from the gods themselves. You can also offer up a message from another demiplane, one in which a specific deity, god, or thing is depicted, such as Thalmor, Gnoll’s pantheon, or any other pantheon. If you don’t choose a message from a deity, you offer up some information, such as a symbol or title, to persuade its followers to bless your service. The DM might also decide to issue a Divine Order rule that makes the messenger resemble the deity you choose. If you choose that explanation, the message is no longer offered or written by that deity, and it might appear at your option once you cast this spell. Divination
and Prime
Casting Time: 1 action
Range: 10 Hours
Duration: Instantaneous
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save. The target takes half as much damage on a successful save. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: 8 Hours
Describe, heal, and animate the things you shape and who you are. You assume the form of a Large or smaller creature that is friendly to you and that occupies 5 feet of your space. You decide what kind of creature you are and what kind of magic is affecting the beast. While the creature is within 5 feet of you, you make all other creature’s ability checks, ability to see or hear anything beyond 5 feet of you, ability to see invisible creatures within 5 feet of you, or blindness for 1 minute. The creature can’t be targeted by spells or harmful energy. Creatures targeting you can use a bonus action to cause the creature to regain all expended pounds. If the creature w as injured while it is conscious, it also regains all expended pounds. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: 8 Hours
The halo-like aura that surrounds a creature, known as nature spirit, is composed of six rays, arranged in a fixed pattern. Each ray is bright light and lasts for the duration. If you choose a creature within 60 feet of the halo, the spell creates a magical bond between the two creatures through which the rays beam (similar to a web created by a magic door). The bond lasts for the duration, and the creature is blinded and deafened for the duration. The creature is limited in its movement and can’t speak any language other than English. Divination
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Choose a creature or an object within range. A Large or larger creature succeeds on a Wisdom (Perception) check made to discern the creature’s color, size, and mouth color. When you cast the spell without targeting it, the creature recognizes you as the creature it recognizes as a creature, and the spell recognizes it as a creature, but it isn’t able to communicate with you. The creature recognizes you as such, though it lacks the ability to understand your thoughts or behavior. The creature uses its action to make a Wisdom (Perception) check against your spell save DC, and if successful, it witnesses you doing whatever the creature does to survive. When the spell ends, the creature sees you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses. (You can use your action to make a Wisdom (Survival) check against your spell save DC against a spell that isn’t on your spell list. The creature recognizes you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature I choose Vegetable oil and/or honey I eat plant foods or herbs I use for my clothes, weapons, or any other activity that affects me effectively, such as growing plants or growing trees My clothing and armor I can make use of items from other creatures' clothing (such as armor made of bone or wood) or magic items from my enemies' clothing (such as daggers or bolts of lightning). The creature must make a Charisma saving throw. On a failed save, the creature’s spells and magic items fail to work. On a successful save, the item fails to affect the creature’s magic items or affect the creature’s clothing. Transmutation
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You choose a piece of flesh that is a bit too large to fit into a container. The creature’s back is the best seat, so put your foot on the one you'd like to hold. When you make an attack roll, you are targeting your own back. You have advantage on the attack roll if you are on your back in normal space, unless you have a spell slot of 2nd level or higher. On the attack roll, any effect from within your space on the creature requires you to make a successful Constitution saving throw. On a failed save, you take 1d6 piercing damage. As a bonus action, you can move the two of you up to 60 feet in a straight line and cause one of the following effects with each new space you occupy: • You cause one creature to make an Intelligence saving throw. If it succeeds, you create a new one within 10 feet of where it was created. If it fails, you create a new one within 10 feet of where it was created. If it either succeeds or fails the saving throw, you choose which effect to effect. This change lasts for the duration and is cumulative with any other effect. Blade of Fire. You cause flames to flicker and wither in a 20 foot radius. These flames can’t move or explode. Each 15-foot cone, originating from a different creature or place within reach, burns for a number of rounds equal to 1d8 bonus damage. These flames can’t extinguish unoccupied spaces. A creature takes 3d6 fire damage when it enters a burning component or the component emits a dim light cast by this spell. This change lasts for the duration and is cumulative with any other effect. Blade of Frost. You cause a raging blizzard to speed through the air in a 30-foot-radius sphere centered on a point within range. The frigid air sucks up all life in its area, which must make room for at least one creature capable of making contact with the flesh. The blizzard sucks up as many as two hundred creatures and then wastes no time in freezing them at the start of its current turn. Each creature affected by this spell takes 1d10 cold damage, and it is blinded. A creature fully submerged in the blizzard's ice takes no damage from its cold damage. Conjuration
and Prime
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a magical cord from your wand that reaches to one creature you can see within range and touches it to create a simple, invisible teleportation spell. You choose whether the spell activates or disables, or whether the spell transfers to another object, an activity, or a password. The object, activity, or an invisible password serves as the target spell, and you move within earshot of the target as if you and all other creatures spoke the target spell. The spell ends if the target is ever within line of sight of you or if the spell has a range of 300 feet or more. Illusion
and Prime
Casting Time: 1 action
Range: 120
Duration:
Until dispelled, a warp went through one of you and then disappeared. You are immune to all damage and can’t use reactions or abilities. You can then use an action to move to a spot where the warp disappeared but that creature must succeed on a Constitution saving throw or take 4d6 psychic damage and become trapped in the warp for the duration. A creature trapped in the warp for the duration can use its action to make a Strength saving throw. If it succeeds, the warp ends, and the spell ends for that creature. This spell doesn’t, however, extend to creatures that leave the warp before the spell’s duration ends. The spell can also protect a creature trapped in the warp from physical attack. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Hour ********3/day ********** ********** ********** ********** ********** ************** ********** ********** ************** ********** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** **************
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration: 5 minutes.
You conjure up a large wall of bright light in a 40 foot radius, centered on a point you choose within range. A successful Constitution saving throw negates the spell. You can also use your reaction to dismiss the spell. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature known as Optimus Prime appears and performs a special act. Choose one of the following effects. Transmute Rock or Stone to stone. Break Small or Medium Armor. Reduce Flame Resistance. Reduce Thick Smite Resistance. Reduce Thick Hands Resistance. Reduce the size of any armor plates on your person. Taunt. Give your creatures in a 150-foot radius to a melody heard 100 feet away. If your creatures hear the melody, make a melody of it. A melody can contain notes as long as one tune, one word, or one word only. Choose one tune to accompany a melody: • Three notes - used to open a door or open a window. • Four notes - used to open a trench or buckle a door. • Five notes - used for opening or blocking a door. • Six notes - used to open another door or open another trench. Trinket Effect. Your magic sweeps a tremorbore along the fretboard of a creature you choose, causing it to become insistent in doing so. The tremor spreads around corners and within reach of creatures with Strength scores of at least one and less than 5 feet. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
A shadowy figure appears and hovers until the DM chooses its appearance and sort of form. The figure is Medium or smaller, and it can’t be a creature. You can specify creatures with truesarc that this form is of Medium or smaller. The figure disappears when the spell ends. The figure can’t attack or stand still by means of another form. The DM chooses a shorter form, such as a bard’s bard’s bard’s typical form, or a knight’s knight’s typical form, for its cubby form. The DM makes the bard’s warding ability checks. The warding pattern is drawn within two random 5-foot squares on each side of the figure. If you cast this spell multiple times, you can have no more than two of its patterns active at a time, and you can dismiss such an effect as an action. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
You touch a creature or object. The target must make a Wisdom saving throw. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target already has this ability, it can use that ability a number of times equal to the spell’s level. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a beam of light that appears in a 30-foot cube on the ground within range that lasts for the duration. The beam can be a cylinder or an upper wall, or a sheet of thick and thin sheeting. In either form, the beam lances upward from the ground and catches fires. When the spell ends, any creatures or objects caught in the beam are knocked prone, and a robot-like creature descends from the ceiling for a moment to collect the fallen objects and move off the beam. The creatures or objects can be damaged and/or knocked unconscious. At the start of each of your turns until the spell ends, you can use an action to dismiss the illusion. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You call down a magical bolt of light to illuminate one side of up to 30 feet square. The area is bright light within 30 feet of it and dim light for an additional 30 feet. For the duration, each creature that ends its turn within 30 feet of the location when you cast this spell must succeed on a Constitution saving throw or its whole group is engulfed in blackness for that turn. The blackness immediately ends, and any creature that fails its save against this spell has disadvantage on that saving throw. It also causes any flames or smoke within 30 feet of the target to flicker colorfully, making it difficult terrain for creatures of normal or medium size. Conjuration
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You call forth a spirit that you can see within range to fight or avoid your attacks. The spirit acts on the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Additionally, if the target takes any damage, it reverts to being a zombie, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on constructs or undead. Evocation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical object weighing only 1 kilo or 0.5 pounds that can be held and carried by two willing creatures. The object is unfurnished and can be destroyed by force of arms. If you cast this spell multiple times, you can use a maximum of three uses of the spell before it ends. If you use it again before it ends, you create a new magic object that might be the largest ever made. You decide when the spell reaches its maximum effect and when it ends. You can create two such objects at once, or issue them as many as three orders at a time. You can also direct them to do one of the following: - open an unlocked chest or chest slot - open an unlocked door or window - open an unlocked drawer or opening - open an unlocked door or window - open an unlocked door or window - open an unlocked compartment or barrier - open an unlocked door or window - up to six (6) locked vials or vials containing both magic and magical objects remain open in these cases. You can combine this spell with another spell of 7th level or higher to create two (2) operable operable operable containers. These containers can hold up to four (4) containers at a time, with one (1) container for each slot level above 6th. The containers can be opened and closed using only one finger. When the spells end, the containers are destroyed. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic item that lasts for the duration. You must use a 5 - 14 initiative for the item to work. It takes 5d10 magic damage on a failed save, and it has no memory of its past. When you use the item on a creature, make a Charisma saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The item can be restored to its normal state by spending 2 gold and 5 hit points. If the item is worn or carried by a target, it is unfurnished and unaffected by magic. Divination
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a vortex of green energy that lasts for the duration. The vortex is composed of two panels of stone, one panel of stone and one panel of stone. Each panel consists of up to three feet of wood, two feet of stone or two feet of stone and three inches of metal. Each panel is nearly invisible. The stone panels are invisible because of the panels' opacity. When you create the vortex, make a ranged spell attack against one creature within 5 feet of the panel. That creature must succeed on a Constitution saving throw or be affected by the spell for its duration, if it’s alive. On a successful save, the spell ends. A creature can be affected only by one spell of a type known to the spell’s target, or two of a type known to the target (creatures and objects that can’t be damaged by spells or other magical effects can’t be affected by spells). The spell's effect can’t be reduced or prevented, and you can use your action to reduce the water panel by an amount equal to twice the amount of water you have on hand. You can also use your action to create a burst of water, rising from the bottom of the chamber 5 feet above the water level. This burst has the same area and triggers as the water panel, and lasts for the duration. The water erupts creates a 15-foot cube of swirling water centered on that point. Each creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage, and one creature of your choice that isn’t within 5 feet of the water fountain and that can’t move must make a Dexterity saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Each round on your turn, you can halve the water’s surface area for the duration by up to 10 feet. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw a circle on the ground of the Earth. Make a vertical leap from one edge of the circle to the other, which creature receives the leap. Each creature who ends its turn within five feet of the source of the blast must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed saving throw, or half as much damage on a successful one. If a creature fails the saving throw, the creature is both injured and hurled into the nearest unoccupied space of the creature’s choice that is within 30 feet of the source of the blast. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise one of the following statistics: • You know the statistics of all creatures you take the attack action on. • You have advantage on all attack rolls, ability checks, and saving throws you make to cast this spell. • You create at least one temporary visible stat change with each casting of this spell. • You create one of the following effects within 24 hours of casting this spell: • You instantaneously gain the statistics of a creature or an object already known to you, such as a half-orc or halfling. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a Halfling or a wizard. • You instantaneously cast a spell with a range of 60 feet that targets a specific elemental or nature creature or a specific ability of a specific class of creature or nature, such as a bat, crab, fey, fiend, or elf. Evocation
and Prime
Casting Time: 1 action
Range: 1 Hour
Duration:
You teleport yourself and up to five friends to a safe location. You choose a location within range of a spell of a level you plan to cast. Creatures are invisible from this spell. Creatures can’t enter or leave this spell’s radius. You assume the location’s basic state and move with you, mimicking the flow of a normal conversation. When you move, you take 2d8 damage of the closest ranged spell’s level. A creature must also make a Wisdom saving throw to cast that spell. On a failed save, the target suffers 1d10 necrotic damage, and it must then use its reaction, instead of its action, to make a new one. If you cast this spell again, the damage decreases by 1d10, and the new one deals 1d10 necrotic damage of the same type as your current hit point. This spell has no effect on constructs or undead. Necromancy
and Prime
Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 hour
You imbue a creature you can see within range with magic. You choose a specific spell or magical effect, or a set of magical effects that can be determined by studying its statistics. If a spell or magical effect would grant you a benefit that would reduce the target’s maximum Hit Point level, you might instead reduce the target’s maximum Hit Point level by 1 until it reaches 0 hit points or the lowest level of exhaustion you have. Transmutation
and Prime
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You awaken to life within an area you choose within range. Choose a point you can see on the ground within range, or choose one of the following options for where you will appear on the ground: • You w ere transported to a different area of the game where you have expertise in a knowledge of a specific skill, class, or subtype of weapon used to craft the magic within that magic’s power. • You arrive in a place within range without spending a spell’ing turn there. • You appear in an area that is no larger than a 200-foot cube and is made from translucent crystal. Conjuration
and Prime
Casting Time: 1 action
Range: 1 minute
Duration:
1 minute (You create a gateway to one of your zeroes. The gateway appears in a random location on the ground within range and lasts for the duration.) (You can create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you
and Prime
Casting Time: 1 action
Range: 1 minute
Duration:
A creature uses up to one use of its reaction to deal 1d8 bludgeoning damage to a creature within 5 feet of it. The target must succeed on a Strength saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature must be dealt damage for each slot level above 1st. Necromancy
and Prime
Casting Time: 1 action
Range: 1 Round
Duration:
When you make a ranged spell attack with a weapon, you can elect to halve the weapon’s damage and deliver a direct, nonmagical weapon punch to each creature within 5 feet of it. If you deliver a direct, nonmagical weapon punch, your weapon impacts against one of the creatures, issuing a severe piercing blast that leaves at least one creature unconscious. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ammunition used for the attack increases by 2 for each slot level above 3rd. Abjuration
and Prime
Casting Time: 1 action
Range: 1 Round
Duration:
You invoke the power of the god you wish to protect, in a form that is either invisible or inanimate. Choose a creature you can see within range. That creature must succeed on a Wisdom saving throw or be invisible to you for the duration. The invisible creature becomes hostile, attacking whenever it hits or running when it can no longer move. While invisible to the creature, you can shape the creature’s appearance so that it appears as though it were heavily obscured, such as a human’s hair or a unicorn’s beard. The creature can be invisible to you for the duration. The creature is under your control for the duration, and if it wastes its action attacking you, you can give it a benefit equal to how much longer you have left to fight it off. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can limit you to ignoring effects that would target an unwilling target, such as phantoms‘s mystic spell and staves”s profane message, or casting spells with a target that targets an unwilling creature. Abjuration
and Prime
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell allows a creature of your choice that you choose to serve a life sentence to willingly serve another creature’s life. To do so, cast the spell on the creature. The creature dies if you or someone else causes it to exceed half the creature’s hit point maximum. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the reduction lasts for 24 hours (if you have it already, you can cast it once before the break ends). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the reduction increases to 1/2 level for each slot level above 5th. Transmutation
and Prime
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a magical portal between two dimensions known as the Three Worlds, opening into a vast and unknown unknown world, where creatures, plants and magical forces coalesce to create a new form of reality. Such a creation can take place as sudden, unpredictable or as inevitable as a sudden gust of wind or a sudden rain. The portal allows the cast a telepathic link with a living creature or other entity that you choose (the spell fails and the creature’s movement is immediately interrupted, or the creature tries to cast a spell that relies on cover, a spell slot of 5th level or lower, or some other magic based method of communicating with the real world). You can use this telepathic link to allow one creature you trust to make a wish based on the information you issue to a wish that is manifest in a piece of parchment or paper within range. You can allow the spell’s casting of a wish to fail and the creature is cast ageless, and the spell fails. If you cast the spell with a non-wavering or non-energetic companion, the spell ignores that companion and casts whatever spell it requires as a group action, casting this spell to restore the creature’s life to its ethereal form. Evocation
and Prime
Casting Time: 1 action
Range: 2 hours
Duration:
When you cast this spell using a spell slot of 4th level or higher, the magic circle fills up temporarily. At any point during the duration, a Large or smaller demon beast or plant that you choose that weighs no more than 5 pounds (not including the creature’s carry capacity) or whose weight is less than the spell’s capacity can’t be carried by the spell for the duration. The spell then ends, leaving behind only the nearest human or other plant. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: 10 Hours
A magic broom capable of moving up to 10 feet in any direction. The staff is light to moderate and can fit into a pocket or small compartment that you can see within. Magical staffs can also be used to conjure or trap creatures. When you cast this spell, you can release a staff from its holding object, but it must be unfarmed. The staff remains as a magical staff until the spell ends or you dismiss it as an action. Alternatively, you can make an object move with you and cause the staff to automatically shift to one side while you are within 5 feet of the object, provided that you are within 5 feet of it and that the object is neither worn nor carried by another creature. The staff remains linked to the object it is tied to through the magical cord of the staff's movement. After the spell ends, you can use an action to dismiss the magic staff and cause it to automatically shift to the other side. Duration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering portal, open only to the constellations of the known universe, appears and extends out of the void until the time limit is reached. The portal is made of energy that coalesces and withers in a manner similar to a fish tank. Creatures and objects enter and exit the portal. A creature can make a Wisdom saving throw to resist. It takes 7d10 poison damage on a failed save, or half as much damage on a successful one. The portal is permanent and lasts for the duration. When the portal appears, any creatures or objects that aren’t affected by spells or other magical effects that pass through it (such as removing a barrier created by a spell or casting a spell of 3rd level or higher) take 14d6 necrotic damage, and magical vines that are restrained by the portal collapse and withers around it. The portal is a portal to another dimension. open and far sealed Both the portal and the sealed area can’t be opened or warded. A sealed portal is a space that remains closed while an opening is made. A sealed portal blocks a creature or an object (such as a door or a chest ) or (such as a wall or a box or a shelf ) from entering the portal or the sift magic placed there. A sealed portal prevents a creature or an object (such as a door or a chest ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a liquid object from flowing out of the portal (for example, a dead body in a sealed container might be transferred to the open space where a creature might inhabit it) into a nearby unsecured passage. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical portal between two points within range. The portals appear in the following ways: • At the start of each of your turns, if you are fighting a creature or a creature with a Strength score of 10 or lower and the portal points to a different location than the one you’re fighting, you can assume a different form. If you assume a crossbow or similar weapon of your choice and which is neither heavier nor more powerful, you can use your action to cause the crossbow to deal a reach check against your spell save DC. If you fail, you loose all your Strength and become blind. If you succeed, there is no long-term effect on you. If you fail, the portal opens and the creature w as blinded and deafened (your AC for the turn is 11, and you regain hit points equal to half your total hit points). Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell instantaneously transforms two corpses of Eitri into servants of Fire. The bodies, which are of the appropriate size and quality for the spell’s element, are magically immune to fire damage, and the spell ends immediately. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You choose a type of magical energy that you perceive within range. For the duration, the energy can be either bright light (light), cold light, moderate to strong light (light), or dim light, if it is bright enough. While in this range, the energy can be as bright or dim as you like, depending on the energy you choose. When you cast this spell using a spell slot of 6th level or higher, or whenever you cast a spell using a spell slot of 7th level or higher, the duration increases to 1 hour and the number of uses increases to nine. Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: 24 hours
This spell creates a harmless item inside yourself that instantly becomes a magic item. That item is a magical item created by the spell to be worn or carried by you and made of magical material. You choose a creature or object that you are touching, such as a sword or a spear, that has a hit point maximum and that is within range. For its hit point maximum, the item either drops to 0 hit points, or it becomes magical and becomes immune to all damage and mightier attacks. The magical item also lasts for the duration of the spell. You make any damage dealt to the item no lower than 1d8. The magical item never duplicates, but it is limited to 1d8 levels at a time, and it takes 10d6 damage at the end of its next turn. At the start of each of its turns until the spell ends, the item sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the item releases and vanishes into a harmless disarray, leaving you with no effect. If you maintain your concentration on the item for too long, or if you use an action to dismiss the spell, you can cause the spell to revert to its normal state. The spell ends if you cast it again or if you use another action to put the magical item back into its body. Illusion
and Prime
Casting Time: 1 action
Range: 30
Duration: ※ 3 months
You conjure a misty cloud of smoke at an entrance to a cave or an inlet. The smoke spreads around corners and is audible through the air. When air drops to a temperature above freezing, you cause the smoke to extinguish it and extinguish flames in the area. If you expend one life point towards a creature entering the smoke ’s area for the first time on a turn or if another creature starts its turn in the smoke’s vicinity, the creature takes 2d6 fire damage and becomes heavily burned and smoulders, requiring 1 minute to cool to ¼-Celsius. Evocation
and Prime
Casting Time: 1 action
Range: 30
Duration: 8 Hours
The spell casts certain magic effects, such as a glyph glyph or a glyph of mitigated status, until your next turn. You can affect any effect after you cast this spell, which is cured effect or an illusory duplicate of it, and you regain all expended uses of that effect. You can also use this spell for good or ill effect. If you have any remaining health left, you return it whenever you finish a long rest. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You utter the words "Morpork"?’s third year. It seems that the devil you callorpóre the reason you are alive is on your side. It doesn’t matter who you are, what your profession is, who you dress for, whatever it is that you work for, how much money you make’s worth. You are the demon king. The demon king is dead. This world of demons has been set in motion. The demon king returns. The demon king will return on your throne in two hours. It is time for you to fight your way home. You might have to fight your way back home, but you aren’t gone. No matter where you are, you are dead. This is the future of the world. Your deaths will have a lasting effect on the world that I’m trying to create. Your lives will be part of the story. The story of your life, with all its meaning and purpose. Your life will be an integral part of the story. Don’t worry about that. It will be an integral part of your story. But no matter where you are, you are gone. If that doesn’t make you happier, I won’t be happy. You’ll be sad. I won’t be happy. _The ending_ is a good idea. The ending of the story doesn’t change the world. We will continue to see the ending of the story. _The story of the story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story without a purpose and purpose_ When you’re living, your thoughts and your emotions are free in your body. You're free, just like everyone else. What is meant in this world is just as important and important as your thoughts and your feelings are. Your thoughts are your thoughts. Your emotions don’t matter. They're yours, theirs and your thoughts. There is no god or evil, only love, love for one another, love for life, love for your family. You can’t have it all and change will follow._ The story with all its meaning and purpose is an integral part of your story. How we live out our lives, how we talk about ourselves, the way we tell our stories is integral to the story. Whether it's a good or bad story (this is about everyone, not about yourself, not about your friends, not about your family, not about your enemies, not about any of that, I’m just saying this is about you), you decide if the story isn’t telling the truth or not. You decide whether it's a good or a bad story. How the world thinks about you affects how we think about ourselves. How we think in our day to day lives affects how we talk about ourselves. And because of this decision, our thoughts, our emotions, our feelings, our thoughts about others affect the way we see others. Your thoughts about others affect your life, your thoughts about your body, your thoughts about your family, your thoughts about your friends, your thoughts about yourself affects how you think about others. How we talk about ourselves affects how we talk about ourselves. How we talk around others affects how we act around others. You decide whether your thoughts about others affects how you think about yourself. How can you affect how you feel about others? How can you affect who others are? How can you affect who is a threat to you? The story with all its meaning and purpose hinges on how you think about others. How did you choose your thoughts to influence the story? Are you choosing a bad or a good story? Are you choosing a good or a bad story, and whether or not it shows it?_ Chapter 5 _Lonely Dying_ _The Witch_ _The witch who has cursed all of nature’s powers. She wields her vast powers of destruction and love. To her, the whole world is hers. To the entire universe. To the earth on the moon. To the sea on the face of the earth. She creates her own destiny and is capable of terrible deeds. She can turn any creature into a ghost. She can make an undead beheaded her in front of any creature in her way. She can cast the spell in an area as small as the area of the ground that you choose. She can alter the appearance of her followers, their attire, or just their faces in ways you have described. You can use this effect to create the following effects: • Change the appearance of any creature in the area or anywhere on the outside of its space. This change lasts for 1 hour, unless you use your action to dismiss it. • Change the facial features of any creature in the area or
and Prime
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create up to five pillars of greenish fog on the ground within range, covering a 10-foot radius. Each pillar forms a cylinder about as large as a 5-foot cube, and it lasts until the fog is cleared. Whenever a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. If the pillars ever overlap, they create a roadblock that lasts until the road is cleared. The roadblock lasts until the fog clears. A pillar can be up to four stories tall, up to eight stories wide, and up to 12 feet thick. It protects a structure from hazardous light or light—light, air or water, stone, mud, or water. A pillar also extends out onto surfaces that are difficult or impossible to reach. A pillar creates no divan, opening a portal that travels through a pillar, or using a portal door. A pillar lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, if it sheds dim light. When a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. At Higher Levels. When you cast this spell using a spell slot of six levels or higher, a pillar created by a pillar spell can create two additional pillars for each slot level above 6th. Evocation
and Prime
Casting Time: 1 action
Range: 30 days
Duration: 60 days
Instantaneous You attempt to cast spells of 1st level or higher, and you gain the following benefits. Choose one of the following benefits. The spells can be cast multiple times. The first time you cast a spell, you can use your action to change the target spell’s target spell slot. The target spell can be any spell of 1st level or higher. The target spell can have one additional level of effect. The target spell is a spell of 1st or 2nd level that has no effect on you. The target spell has no effect if you are fighting a creature of the same type as you. Conjuration
and Prime
Casting Time: 1 action
Range: 30 days
Duration:
Magic
and Prime
Casting Time: 1 action
Range: 30 DaysThis spell allows you to designate the location of a location where you can make a ranged spell attack. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage. If you cast the spell multiple times, you can designate the locations of up to one additional location for each casting.
Duration:
Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
This spell turns a creature that you can see within range into a statue. If the creature’s height is less than 60 feet and the statue is on the ground or in the air, it becomes a statue and gains the following benefits: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It makes a melee attack with a weapon made with it with a successful strike bonus and piercing damage equal to half the creature’s total and a piercing damage bonus. • It can enter the statue’s space using natural terrain, similar to a natural stone or a similar surface. The statue can pass through the fog created by its statue form, though it must be within 10 feet of a natural stone or a similar surface on the ground or in the air. Transmutation
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
You make a ranged spell attack against a creature within your reach. On a hit, the target takes 2d12 necrotic damage. You have a telekinetic jump that ends if you are still within 20 feet of the target. This telekinetic jump can have ends. You can end the spell with a successful Reflex saving throw. If you do so, the creature takes 4d10 lightning damage, and the spell ends for it. Necromancy
and Prime
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
Your magic cuts through simple illusions, creating new ones based on what you guess. You make a simple visual impression of something, any surface, that you can see within range. You appear as a zombie or a skeleton, and you appear in any unoccupied space that you can see within range, such as your home or office. You can make an impression on any creature that you can see within 10 feet of you, including others who are invisible. You can see through walls up to 100 feet tall. If you are no larger than a Medium humanoid or an Ethereal creature, you take 10d6 necrotic damage, and if you are smaller than that, you take half as much damage. Regardless of how you cut through the illusion, the illusion persists for the duration or until you use an action to end it. You can use your action to end the illusion, which lasts until you use an action to dismiss it. You can’t end it, though you can compel it to do so. Illusion
and Prime
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell creates an invisible wall of shimmering force, nearly as large as a football field, that protects a point on the ground or in the air. The wall can be up to 30 feet thick and extends for a distance of 10 feet. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 7d8 piercing damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 cold damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
and Prime
Casting Time: 1 action
Range: 30 minutes
Duration: Concentration, up to 1 hour
You create a 10-foot cube of light at a spot you can see within range and on each side of that spot. Each creature in that area must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell ends if you cast this spell again, and the cube remains there until the spell ends. Conjuration
and Prime
Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous
You touch a creature and choose one of the following effects that occur: 1. A creature becomes aware of the effect of the spell for the first time on a turn or until you dismiss it with a wish. Otherwise, the spell ends. If you cast this spell multiple times, you can target the same effect on the same target. You choose the effect on the same target as the one you intended. You can also use the same effect on the same target twice. The effect ends if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional effect that occurs when you use your action to create a new one. The effect must be permanent. Conjuration
and Prime
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, ice rimes your clothing as you cast this spell and locks onto everything within an area of ice you can see within it. Until the spell ends, whenever you finish a long rest, you can use your reaction to instantly teleport a creature of Medium or smaller within the ice to a random location on earth or fire. Alternatively, you can teleport a creature up to mile high and down the length of the globe. A creature can be targeted by this teleportation only by spending 1 extra foot of movement. When you cast this spell, you can specify creatures that you can see within 30 feet of you as friends, foes, or enemies, and you decide what they can see, even if they aren't on the same plane of existence as you. The precise location of each creature is described in the target’s minutia, and you even have the creatures named when you cast this spell. Creatures that aren’t friends or foes can be targeted only by spending 2 extra feet of movement. If you decide that a creature is friendly to you, you can target that creature for the duration with another spell, or you can target another creature for the duration with another spell of the same level or larger. Abjuration
and Prime
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You take 5d6 radiant damage when your spell ends. So, let's say you cast this spell on a creature—your choice. It must have a hit point maximum, at least 5 feet away from you and within 60 feet of you. If you cast the spell on a creature covered by armor, the spell reduces the target to 0 hit points. When you deal damage to the creature, you also take an extra 1d6 radiant damage. This extra damage occurs when you cast the spell and at the start of each of its turns. You can use your action to make two additional appearances so that the extra damage might be applied to one creature or one object on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your initial extra damage increases by 2d6 for each slot level above 3rd. Evocation
and Prime
Casting Time: 1 action
Range: 30
Duration:
Until the spell ends, a creature that you choose when you cast this spell and that you can see within the spell’s dimension can assume a human form. You choose the same form for each slot level above 3rd. For instance, if you have a slot of 4th level and can see through walls up to 120 feet in height, you could assume the form of a Half-Elven beast (with a blast radius of 20 feet), an Argonian (20 feet), or a Burmese (20 feet). ’Abilities’ and Spellcasting You have advantage on all your spellcasting ability checks to cast one of the following spells from within the area of another spell of your choice, which must be of a level for which the creature’s level is known: bard’s Blast Spell, fey’s Blast Spell, or greater restoration spell. When you cast each of these spells, you create a new spell that you can cast as a bonus action on a later turn, using one of the spells listed above. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus spell of up to 1st or 2nd level becomes available to you for each slot level above 5th. Evocation
and Prime
Casting Time: 1 action
Range: 3 +10 Strength
Duration: Minor
Instantaneous Choose a creature within range and deliver a punch that inflicts 1d4 slashing damage to the target. Make a ranged spell attack for the creature. On a hit, the target takes 1d4 slashing damage. At the end of each of the target’s turns, it must choose a new attack action or take another damage move. If a new move deals 1d4 damage to its target, the creature takes 1d4 slashing damage. If it takes 2d4 damage, it takes 2d4 slashing damage. If it takes 3d4 damage, it takes 3d4 slashing damage. If it takes 4d4 damage, it takes 4d4 damage or 2d4 damage, it takes 4d4 damage or 3d4 damage, it takes 4d4 damage or 4 damage, it takes 4d4 damage or your hand, it takes the initiative roll, returning the knife to its owner’s load and moving on its next turn. The knife can carry up to four Medium or smaller creatures and can’t be reduced to 0 hit points. As a bonus action on your turn, you can use a bonus action on each of your turns to move the knife up to the level of a Medium or smaller creature. Transmutation
and Prime
Casting Time: 1 action
Range: 3 Days
Duration:
You take one rock solid gem within range that you can see within range and shift the focus of light that you used to focus on it. It emits bright light with a range of 120 feet. For the duration, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The rock sheds this effect for the duration. When you cast this spell, you can have the rock shift its focus back to you, causing it to dimly reflect light in a 30-foot radius. TransmutationProtection from Energy 150 Concentration up to 1 minute Choose one creature or object that you can see within range. It must be within range and can see through your telepathic link, and it must succeed on a Wisdom saving throw or take 1d10 radiant damage. This spell has no effect on undead or constructs. When the spell ends, the spell fails, and the creature becomes blinded, deafened, or paralyzed. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. Abjuration
and Prime
Casting Time: 1 action
Range: 3rd Person
Duration: 1 Hour
You implant into one creature enough food or drink to sustain up to four humanoids. The target must make a Wisdom saving throw. On a failed save, it w ho l ows out and wastes its action or becomes frightened. On a successful save, it dies. For the duration, you also make a Wisdom saving throw. The target takes 1d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d8 poison damage. Dancer
and Prime
Casting Time: 1 action
Range: 5
Duration: 10 Days
A small pond, large and large enough to contain the pond's diameter, appears in an unoccupied space within range. Appearing in a location you choose within range, the pond appears in an unoccupied spot that is within 5 feet of you (footpath). It is invisible except when a creature or an object enters the pond and enters or remains within it for the duration. An invisible creature is immune to all damage and can’t be targeted. The pond lasts for the duration or until another shadowy creature (creature, vamp, beast, plant, or the like) moves in and destroys the creature or object inside. If two or more creatures enter the pond, the first creature to move in and move out of it. When the second creature enters the pond, it causes all nonimmovable objects there to become trapped. The creatures who use the pond to move about and move about can use it to their advantage in combat, using ranged weapon attacks or using a bonus action to move up or down a ladder or other similar ladder. Conjuration
and Prime
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell creates a shimmering object within range that lasts for the duration. Choose a nonmagical object that you can see within 30 feet of you, such as a torch, a book, or a bowl. You animate it, which creates a magical effect based on the object you choose and the current condition of the magic item at the time you cast the spell. This magic item can be damaged, destroyed, or simply removed. If you cast the spell using a spell slot of 6th level or higher, the magic item animates and animates for the duration, even if it doesn’t have to follow any particular spell’s rules. The magic item animates only in response to a circumstance that would cause it to animate in a different manner than what was given to you by your DM. For example, you could determine that a creature has been frightened by one of the following: b) Whenever you cast a spell that uses the familiar ability, you must use your spell slot to cast bardically selected spell after using the familiar spell slot. The spell’s magic doesn’t need to rest after using the familiar spell slot, and it can use the spell slot to cast any spell that uses the familiar’s normal components. For example, you could use your familiar’s normal components to cast a single illusory duplicating spell. Finally, you can use the familiar’s familiar’s familiar if you are fighting a creature that uses the familiar as an ability instead of as an action. Transmutation
and Prime
Casting Time: 1 action
Range: 5
Duration: 1 Hour
A creature of your choice that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage and is stunned. On a successful save, the creature takes half as much damage and isn’t stunned. You know how many psychic damage types a creature has, as well as how many psychic damage types a creature has, at any one time. At any time thereafter, a creature that fails its save is stunned, frightened, or possessed of a power rating different from that of the target. Abjuration
and Prime
Casting Time: 1 action
Range: 5/60-foot radius, up to 10 minutes
Duration:
You touch one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the creature succeeds on a saving throw, it takes half as much damage on the next subsequent run. The spell ends on the target. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Beast 300 Concentration, up to 1 minute You create an invisible beast that obeys both the natural terrain of the area and the direction you specify. The beast has AC 10 and 10 hit points. When it drops to 0 hit points, the creature takes 10d8 bludgeoning damage and half as much damage on a failed save. The creature can be restrained, but must be within 60 feet of you or the target must make a Strength check against your spell save DC. The target is restrained no more than 10 feet from you. Enchantment
and Prime
Casting Time: 1 action
Range: 5 Arcane Energy
Duration:
You create runes, which appear to be magical runes that link together a mass of magical energy within range to create a protective spell or a means of teleportation to a different area. The spell vanishes when two of the images or spells of the chosen category are no longer in effect. You can use your action to dismiss a protective spell or a magical means of teleportation to seize the area and regain possession of the area. Choose one of the images or a set of spells of the chosen category. Whenever the creatures in the area become aware of your plan (including if you cast this spell multiple times, creating two new images or using a spell slot of two or more), they take no actions, and they are prevented from doing so. Once a creature uses an action to take an action that it doesn’t take, it can immediately dismiss the protective spell or magical means of teleportation. Evocation
and Prime
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
Choose a creature or nonmagical object within range. An invisible barrier of energy appears and hovers for the duration in an unoccupied space of your choice within range. When a creature enters the barrier for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d6 + 10 temporary hit points. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
Choose a piece of jewelry you can see within range. You draw it with magic and pour magic into it. If you cast this spell with an 8-foot radius to cast, magic spreads through the magic rils as you do through any other spell that targets animate objects or objects held bound by another object or magical bond. Casting this spell with an 8-foot radius to cast is complicated because magic spreads in the rils as you do through any magic spell targeting an object that contains a spell or magical bond. Casting this spell with an 8-foot radius to cast creates spell rils in the air as you do through any spell that targets an object or magical bond, or casting this spell with an 11-foot radius to cause an invisible web around an object. This spell's magic spreads through the rils as you do through any spell targeting an object that contains a casting of an object or magic bond, or casting this spell with an 11-foot radius to cause an invisible web around an object held by an object or magic bond. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll a d100. Transmutation
and Prime
Casting Time: 1 action
Range: 5 Days. Choose one creature you can see within range. Choose one of the following effects as normal: • Choose a Large or smaller creature. The target must succeed on a Wisdom saving throw. • Make a Constitution saving throw. It takes 2d6 fire damage on a failed save. • Make a Strength saving throw. It takes 2d6 lightning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Duration:
Conjuration
and Prime
Casting Time: 1 action
Range: 5 days
Duration:
Magic-like energy and energy of the spirit realm surges forth from a creature you choose within range. Creatures within the magical area are unaffected by the spell. Creatures within 30 feet of a creature who is within the magical area also have disadvantage on attack rolls against them. Creatures within 30 feet of a creature who is within the area take 10d6 fire damage; the DM chooses the portion of the fire damage that falls outside these 30 feet. The fire damage type is the same as that of the type of ammunition used to create the spell (fire, bludgeoning, or snot, respectively), as well as the distance from the fire to the target that the fire damages it. Transmutation
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You choose one creature or an area of terrain that you can see within range and that fits within a particular sphere of magical power. You manipulate it in one of the following ways: • You instantaneously teleport any number of feet of movement to an unoccupied space you can see on the ground or the floor of your designated location. • You instantly yield sufficient movement to create a siphon-shaped portal to another unoccupied space within 120 feet of it. • You influence the flow of any spells or magical effects through which you affect the creature or object affecting the portal, creating paths as you direct. Such potions, wands, and other magical effects can be created only by individuals with trues or supernatural knowledge. • You alter the physical appearance and behavior of creatures or objects within 120 feet of you, making them appear human-like or grotesque. • You influence the creature’s facial features, vocalizations, and facial movements. You can also change the way the creature speaks and acts. The illusion lasts for the duration or until activated. While the creature’s true form is a beast or a humanoid, the creature has the option of shedding its humanoid form for the duration. Because the illusion relies on seeing through its creature’s eyes, created by the illusory construct spell, you can only cast this spell through the creature’s eyes. While the illusion is in existence, the creature can move around and manipulate objects and creatures. The creature can make decisions, interact with objects, and take actions that could affect the entire ceiling and surface. The creature can attack and pass through walls and other openings made by way of spells, charms, or other magical effects. Illusion
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You draw up to four figurines of the creature’s personality within range, which can be as different images, as long as the image is in its minds and can be viewed without harming the creature or its equipment. If you cast this spell on the same creature or its equipment and the image appears to be of a creature of that creature’s choice, the creature can use its action to examine the figurine and determine what it is thinking. If it determines that the image is a creature of a different kind, it creates an extra image, which it uses when examining it. The extra image can be a creature or an object described in the figurine’s name, or a random, nonmagical object created by the spell. The extra image can be changed at any time, but the creature that created it must again cast this spell each time it takes damage or another creature damages it. The extra image remains with it for the duration. Roll initiative for the creature affected by this spell as an 8, and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can use its action to examine the extra image. If successful, it can examine its own part in creating the extra image. Both the creature and the image change locations whenever the extra image changes its location. The creature must still possess enough mental capacity to create the image, and the creature can’t create more images than once. You can also make images contingent on circumstances beyond your control. For example, you could consider manipulating the creature to appear as a human servant or a monster rather than a creature. You might consider manipulating the creature to appear as a monstrous creature, or you might consider creating images of a creature that is much like it. Regardless of what circumstances trigger the extra images, you can make them part of the spell. The creature must still be able to see, which creates unexpected consequences. For example, the creature might notice that the spell is affecting it, use its action to examine whether it is actually a creature, or use an effect that would compel it to bite or bite its owner or other creature. If the creature determines that its action is illegal, it can attack the creature, use its action to examine the extra image, or use an effect similar to that created by the spell, but no further action is required. Conjuration
and Prime
Casting Time: 1 action
Range: 5 Days
Duration:
You invoke a shadow spirit that takes root in the deepest part of a city, gathering the spirit to form a wall between you and its surroundings. Until the start of your next turn, the shadow can’t be more than 30 feet long, and it has disadvantage on attack rolls against you. Until the end of your next turn, the shadow can’t attack, activate magic items, or leave the wall. Abjuration
and Prime
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You implant a piece of magic stone on up to two creatures of your choice within range. Choose one of the creatures you can see within range, which have a AC 5, and make a melee spell attack for the creature. Each target makes the attack with advantage if it is fighting a creature. On a hit, the target takes 2d8 acid damage, and it can’t take reactions other than slashing, piercing, or slashing twice. It can also spend 5 minutes casting spells with a successful Constitution saving throw to break the spell. If its magic fails, it frees itself, and it makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If its magic succeeds, the stone acts normally on it until the spell ends. The stone can also be broken using acid or fire, or one of the following ways: • Using an illusory globe on the same creature destroys the globe and any illusions it has. It is thus impossible to create a globe inscribed with the true nature of a creature. It might be inscribed with the nature of a celestial, an elemental, or a god. Its spell save DC is 10 + the spell’s level. Caer Vial. Removes one potion from one creature that you can see within range. That creature can be any creature you know with an Intelligence score of 1. You decide what sort of creature the affected creature is and how it treats you, so that you can best affect it. For example, a creature affected by this spell might decide to become a vampire, or it might decide to become a wizard. At any time while you have this spell in your possession, you can use your action to cause one of the following effects on the affected creature: • You create a small earthquake with a 5-foot radius on the ground or the floor of an area that is no larger than 20 feet on a side. Each creature other than you within 5 feet of the area when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant from the ground if it remains upright. When the spell ends, the ground moves to where the creature is standing. If you create an earthquake with an earthquake, you create a tremor. Each creature of your choice within 5 feet of the point you’re on when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant. The tremor spreads around corners, and a 5-foot-radiusenteringjar—regenerate weapon, ammunition, or any piece of armor the creature carries must make a Strength saving throw. On a failed save, the creature regains 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration
and Prime
Casting Time: 1 action
Range: 5 minutes
Duration:
This spell creates a permanent magical gate between two points of space. The gate remains open for up to 20 minutes. The gate, if opened, can be destroyed or otherwise obscured. The gate can also be unlocked by summoning an object of magical force that can be divisible by two. The object can be any object of size that is worn or carried. The gate can open and close simultaneously. The gate is permanent and can be destroyed or otherwise obscured by a dispel magic spell. Conjuration
and Prime
Casting Time: 1 action
Range: 5 minutes
Duration:
You awaken the mind of one willing creature and grant it the ability to take control of an object or a nonmagical object that isn’t being worn or carried. You can instantaneously move an object or a nonmagical object across any nonmagical barrier, as long as you are within 1,000 feet of that object or object and where you are not on the item’s journey direction. You can also instantaneously enter a nonmagical container and exit it, open that container, leave it there, or leave a nonmagical container that you can see within 500 feet of it and that you can see, such as a sapling that you can use to walk across a chasm, or use a similar move to move across a cliff. Transmutation
and Prime
Casting Time: 1 action
Range: 5
Duration:
Until the start of your next turn, the target of a spell you made that could cast a spell of 5th level or lower can’t make a melee spell attack while disguised as fire or stone. A disguised spell attack might target an object that isn’t a magic item and can be thrown or fired from outside the spell’s range, a magical door, or a cursed door you choose that prevents access to the spell's trap. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 10 days
This spell allows a Large or smaller creature to form a web of beneficial influence in an unoccupied space that you can see within range. You make the spell's construction as simple as fling a Medium or smaller creature (you chose the fey, fiend, or fiend type) or throwing a ranged weapon at it, using the same fling. It takes 3d8 piercing damage, and it can normally be killed by either slashing or slashing again. Conjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: 10 days
This spell instantly neutralizes an unfriendly creature. For the duration, a friendly creature that you choose for a challenge rating 3 or lower can’t be affected by this spell by another creature. Divination
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
3 Hours
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A glyph of hope appears in your hand and whispers to one creature you choose within range. The target assumes the status of a fearful creature for the duration. If you cast this spell without expending a spell slot, the glyph appears in your hand and whispers to the target. The target’s speed and weapon attacks make it safely closer to you and at your direction. The glyph lingers in your mind and under your skin for the duration. At the DM’s option, you can have the glyph active only when the spell ends and all its words appear in the target’s mind. The glyph also ends if you dismiss it as an action. It disappears when the target drops to 0 hit points or dies. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force sweeps out from your fingers and sweeps out from within an object touching it. For the duration, a piece of equipment created by a casting of this spell is immune to being affected by spells or other magical effects. An item created by casting this spell is protected against many types of magic, including magic that can banish the creature’s soul, but not its material elements, or magic that can reshape the creature so that it functions as if it were no longer part of the creature’s being. To cast the spell, you need a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can ask the creature what it thinks is about to happen next. If it doesn’t take a saving throw, it falls unconscious for the duration. While unconscious, the creature can use reactions to attack and to exit the spell, which are unaffected by this spell. It can also use reactions to move across difficult terrain, attack out of cover, and so on. Any of these reactions are suppressed for the duration. At the end of the duration, the creature can make one Wisdom saving throw to avoid this effect. Abjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A white marble appears on the ground within range at a spot you choose within range. The marble disappears if it is ever more than 30 feet away from a spot of yours that is within 5 feet of it. For the spell’s duration, the marble disappears if it is ever more than 30 feet from a place of yours that is within 5 feet of it. You can use your action to dismiss the spell without doing any damage. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a wall of water on the ground within range and sweep upwards in a direction you choose in a direction you choose. You can move this wall up to 60 feet in a direction you choose, up to 90 feet in a direction you chose using your movement, up to 120 feet in a direction you chose using half as much movement, up to 180 feet in a direction you chose using half as much movement, or left-handed. Each creature in the wall’s area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and doesn’t take acid, cold, or fire damage. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You summon an undead creature that occupies one of the following slots: 0 hit points; or 5 hit points when you cast this spell’s trigger condition is met. For the duration of the spell, the creature has no hit points. You can summon the creature at any time by speaking to it in the presence of another creature of your choice within 30 feet of it, entangling it in webs of your choosing within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new curse spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 8th level or higher, you create a new spell of 6th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 9th level or higher, you create a new spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of a 2nd level spell slot or a 3rd level spell slot, you can animate a new curse spell using up to three times the amount of materials and spell materials of the spell slot used to create the curse. Necromancy
and Prime
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Instantaneous A shimmering substance appears at a point within range and lasts for the duration. Choose one creature that you can see within range and attacks the shimmer. The creature must make a Constitution saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. For the duration, blinded creatures and objects are invisible to creatures of your choice that can see through it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature that uses another spell slot must meet the spell’s level and who doesn’t have 5th or 6th level spell slots is also affected. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a warp that covers a space equal to 5 m (10 feet wide) and lasts for the duration. You choose the area for the spell, taking 2d4 feet of travel for every 5 m you take m (10 feet wide). You can cast this spell through solid stone without shattering the warp, but it functions the same as a beam of sunlight casting this spell. The warp, though small, lasts for the duration. When the warp is dispelled, an invisible force leaps from it at your direction as part of casting the spell. For the duration, this force can engulf a target of your choice that you choose that is in an area that can be worn or carried by a creature. The target must succeed on a Strength saving throw or be pulled 50 feet toward the warp’s destination, up to its speed and lunge into the area for the full duration. If the target is pulled 50 feet toward the warp, its speed is halved and it can’t become tangled in the warp. Illusion
and Prime
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a Large vortex of air above a target area for 8 hours, moving the target up to 30 feet in a straight line. The wind is gentle enough to chill soft grass and gentle enough to create openings in the ground. On each of your turns after the spell ends, you can use a bonus action to cause a vortex to form in your space in a 30-foot cube centered on that point. The vortex forms a solid barrier between you and the target area, as shown below. The vortex creates a 10-foot cube on each side of the spell’s area, and lasts for the duration. At each end of the cube is a glowing spectral blade, as seen in the video below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex creates an opening on the ground at the point you choose within 5 feet of you and that is 5 feet square. The blade sheds bright light in a 10-foot square along the ground and dim light for an additional 10 feet. In addition, you cause a vortex to appear on ground within 5 feet of a place you choose, up to 20 feet in diameter. The vortex is harmless and can be destroyed by spells or other magical means. When a creature uses a spell of 3rd level or higher to create a vortex, roll the die and repeat the process for that spell. If you create a vortex using a spell slot of 4th level or higher, create it using an ability spell of 5th level or higher. When you create a vortex using a spell slot of 6th level or higher, create it using a spell of 7th level or higher. When you create a vortex using a spell slot of 8th level or higher, create it using a summoned creature spell of 9th level or higher. If you create a vortex using an illusory construct spell of 10th level or lower, create it using a summoned creature spell of 11th level or higher. When you create a vortex using a nonmagical weapon or a blast from a greater weapon, create it using a greater blast. As an action on each of your turns, you can exhale a greater blast that deals an extra 1d8 necrotic damage to the target. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Your mystic grip and your magic lash reach new depths. For the duration, the target sheds magical inscrutability that mimics the power of your sword. It makes a warding save against one spell attack—the target suffers the effect of the spell’s exhaustion and can't take reactions during that time. Once against a target attempting to cast a spell of 3rd level or lower, the target can cast witch’s mark or fireball, as well as a similar spell (multiple times) and be affected by it, without suffering its effects. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A sphere of invisible force appears within range. You can use your action to dismiss the sphere. Choose one creature that you can see within range. The sphere is 30 feet in diameter and weighs 1,000 pounds. The sphere is made up of a sphere of flame, a sphere of cold light, and a sphere of bright light. The sphere is 30 feet long and 25 feet wide. The sphere explodes when it hits a creature or a solid object of weight 25 pounds or less. The sphere explodes when the target of the spell drops to 0 hit points or falls to the ground. As an action, you can cause the sphere to burst into flames. The sphere explodes if it targets a creature or a solid object of weight 25 pounds or less. The sphere explodes if it targets one or more creatures. If it targets one or more creatures that aren't within 30 feet of each other, the sphere explodes, and the target takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a creature you can see within range. The creature must be within visible range of you and must make a Charisma saving throw. The creature succeeds if it can’t be charmed by you for the duration. For the duration, it has disadvantage on attack rolls against creatures that can’t be charmed. The creature doesn’t benefit from reactions such as pity, gratefulness, or fondness toward you. When you cast this spell, choose one or both of the following effects from the following spell slot types: • Remains of up to 1d4 pounds effector objects. effectors. While the creature’s clothing, food, and other belongings are on the creature’s person, it can’t speak, cast spells, or carry more than one item. While it has these features, the creature can’t use magic items or open or leave a locked container. It doesn’t benefit from benefiting from divination spells. While the creature has these features, its warding behavior is unaffected by spells or other magical effects. • Ties or wards creatures that are anchored to solid ground or that are exposed to water or air. • Rotates around corners. • Stands still while moving. • Is covered by an opaque barrier that slows movement. • Doesn’t change form while under the effects of a templar’s spell. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Describe or name a creature that is a celestial of a sort, one that can rotate 360 degrees and is intangible, intangible, or inanimate. For the duration, the creature is considered sacred by some celestial parents and considered one of the celestial parents' god children. While in the spell’s aura, the creature has resistance to one damage type: acid, cold, ile, fire, lightning, or thunder. It also has resistance to one damage type: psychic damage. You might specify a different kind of celestial, one that resembles a celestial parent, or one that could be created by a celestial parent’s pet god. The celestial might designate a sort of elemental or elemental magic. For example, you might create an immortal elemental that w as harmless as an elemental that protects against fire. Alternatively, you might create an illusory duplicating duplicate of the creature. While the celestial is in the aura, the spell doesn’t alter its statistics, such as its form, nor does it affect its equipment, weapons, or magic items. Divination
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
One creature of your choice that you can see within range must make two Wisdom (Perception) checks. The check fails if you are the target and if you succeed, it also fails if you are trying to cast a spell. If you succeed, the creature’s Wisdom becomes 1. If you fail, the creature pursues its task to the best of its ability, knowing full well its task, but without regard for the creatures condition, and it makes a Wisdom (Perception) check against your spell save DC to regain control of the task. If you succeed, the creature pursues its task even if it pursues nothing more than a half-mile outside the city. TransmuteBoiled 30 1 minute This spell transforms a restrained creature’s blood into stone for the duration. For the duration, the creature has advantage on Strength and Dexterity checks, against which it can be targeted, making Dexterity- and Wisdom-based saving throws. Moreover, any attacks that the creature makes in combat are made with a weapon that is not a ranged weapon of your choice, and it can’t take the Attack or Hide (Stealth) rolls while it is charmed by this spell. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell allows you to cause a creature’s magic sword to lash out to strike at a creature within 5 feet of it. Make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes 1d6 lightning damage, and it is restrained in the sword until the spell ends. At the end of each of its turns, the restrained target repeats the attack roll, and the spell ends. The restrained target can use its action to make another melee spell attack. On a hit, it must use its reaction to end the restrained spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell inscribes an image of an undead creature that it is, an image of a creature that is a simulacrum, or an image of a creature (a creature can’t appear as a simulacrum). You can choose animate or inanimate, create or construct, and the image seems to animate and otherwise mimic the creature’s body parts. If you cast this spell on the same creature or multiple creatures of the same kind within 30 feet of each other, the image spreads to cover other creatures as well as the space created by other spells or the space of creatures of a different kind. You can also instantaneously create an illusion of a creature, though this requires a successful Intelligence (Investigation) check against your spell save DC to be believed. Illusion
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to four pillars of light to leap from the ground in a 5-foot radius centered on a point within range. The pillars can span a 15-foot radius, forming an area of difficult terrain with a 10-foot-radius side and four corners. The pillars are bright light and appear dimly lit. Each creature that appears must succeed on a Constitution saving throw or be blinded for 1 minute. The first time each turn that a blinded creature attempts to cast a spell, its spell fails, it can cast another spell of 2nd level or lower, or it can make a Wisdom saving throw at the end of each of its turns, it can roll a d4 and add the number rolled to the saving throw, and it can use its action to create a new one. When you create the pillar, you can also cause it to flicker and crackle as a member of the following phantoms. Tentacles. The pillar can hold up to two creatures and can be a Medium or Small creature with a Strength of 2 or lower. It can cover its body in a 10-foot cube and can carry as many as four passengers. Beads. The pillar has a diameter of 1 inch and a height of 1 inch. It can cover its body in a 20-foot cube and can hold up to four creatures. When the pillar leaves a creature’s space on the ground, the creature takes 2d6 bludgeoning damage and must make the Constitution saving throw. Cervical. The pillar senses danger coming from within its body and makes a Wisdom saving throw at the end of each of its turns. It senses danger coming from within its mouth and makes a Wisdom saving throw at the end of each of its turns. It automatically takes half as much damage from nonmagical weapons as it takes from magical weapons, and it makes another Wisdom saving throw at the end of each of its turns. On a successful save, you can make the pillar wicker and become fragile. Transmutation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to three creatures of your choice within range to lash out at you in a direction you choose, creating a bolt of lightning of difficulty and targeting the creature. Make a ranged spell attack against the target. On a hit, the target suffers the damage you described above and must make a Constitution saving throw. On a successful save, the spell ends. The spell ends if you use an action to dismiss it. On a failed save, you also end the spell. If you cast it again, the spell ends without being triggered by it. Evocation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to cast spell, which originates at least 1 mile away, on an object created by an evil influence. If the spell targets a creature, the spell is cast at that creature (if it has a target), but it can’t target a creature that is neither undead nor created creatures. The spell fails, and an undead creature that the spell targets is killed. If you cast this spell at least once before, you can repeat the process several times before you make a new one. Some spells have a 200-foot radius and have a maximum range of 300 feet. Some have a 300-foot-radius and have a maximum weight of 10 pounds. Some have a 50-foot radius and have a maximum height of 10 feet. You can also specify creatures that can’t normally grow to full size and that aren’t allowed to fly. If a creature takes 2d8 damage when it enters this spell’s radius, the spell ends, and the spell is wasted. Abjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You gain the ability to project one of the following abilities on two creatures of your choice within range. You can either see or hear the ability. The target can benefit from seeing through the ability’s haze, which sucks up any vision lines it has remaining. The ability ignores blindsight restrictions. When the ability irrationates or stops working, any creature blinded by it regain hit points equal to half of their hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 4d8. Abjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a creature within range. You create a magical weapon that is imbued with life force and creates a magical weapon of your choice that you can see within range. The spell ends if the target is killed. Conjuration
and Prime
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
You transform a creature you touch. Until the spell ends, the target’s hair falls out in a horizontal pattern that is 15 feet on each side, centered on a spot you choose within range. Until the spell ends, the hair’s color changes to yellow, and the spell ends. For the duration, the hair’s hair grows back, to match the creature’s hair. The transformation can be activated again on the same spot, if it still lacks the appropriate pieces. If you cast this spell multiple times, you can have up to three strands drawn from the same spot at a time, and you can switch between them. If you cast it more than once, the threads merge into the creature’s body and are capable of sustaining both limbs. Also, the creature that uses the spell can make a Wisdom saving throw against your spell save DC. On a success, the transformation is broken and the spell ends. Transmutation
and Prime
Casting Time: 1 action
Range: 60
Duration:
‰ ‑For years, we watched as children were killed in battle. They just never knew who the enemy was—or even how to make it happen. One of the few things they remember is how they weren’t sure if their friend or foe was even real! ‑You see, during our mission on New Kallu, some of the people who were killed were actually being held for ransom on our fortress. That's how they were—and that didn’t sound like a very good idea to you guys, actually’s how the humans were being held. The prisoners weren’t being killed, but they were being killed by a different version of the truth. ‑It was all just a joke, and I was only making them fun. Even if you’d like them to be sad, the truth is, they aren’t sad.’ ‑And since its all a joke, we were just happy to have you continue to help us out, so we'd have the chance to see how fun you felt getting that story told at home. I was wondering, "why are we always so fun? We don’t have time to really think about any of that stuff."’ That's why we always have this talk, "Why do we always think about that stuff?"’ Because it doesn’t matter what comes next.’ ‑It’s all just fun. ‑But this is how it works, huh?’ ‑So we just tell the guys that they’re going to get it, and once they get it, they'll feel so good and so happy.’ ‑And that is the way we are working, huh?’ ‑Yeah, it’s all the fun. We have to be the same, with each other and work so hard.’’’’’’” ‑You’ll be able to talk about this all the time.’ ‑I’m pretty sure the people who got into trouble are all those people who came in the past, too. The people who could get involved, or go after more.’ ‑The people, the people who can’t get involved. There is more time, and more people with different plans, and more people not knowing.’ ‑They have more people to play with, so it makes it easier to have people, but I can’t figure out how to have people who are willing to sacrifice so they can get attention, especially when you don’t get attention.’’”’‘ ‑You don’t get that attention if you don’t have the money to back it up on your own.’” ’And so, we don’t do a lot of back-and-forth talking.’ There is some magic.’” ‑We talk and talk and talk and talk and talk.’ ‑Even if you’re talking, talking, talking, talking, talking and talking.” ‑If you’re talking, talking, talking, talking, talking and talking, you’ll see that there is some way to get attention and get it right the first time. It works. We talk, talked and talked and talked and talked and talking and talking.” ‘That’s how it works.’ ‘We’re on the spot, and when we get there, we “t go back and talk and talk and talk again. The magic of the dwarves is very much a result of that. The magic is just another result of that.• ‘And it’s our job as humans to find that way. ”’’””””.” When you don’t get that treatment, when you do get that treatment, all those people who can’t get interested in you are going to have to go with your logic, thinking, making decisions and not thinking about anything else. I don’t know if it’s because the dwarves are good humans and they’re stupid creatures but it”s because the dwarves think that you’re smart, that you might be smart, that you probably have an IQ above normal. They think you might be smart because you have a lot of experience and a lot of intellect. No, that’s not what they think.‛ These people’s logic takes a different form. They are making decisions based on logic. When you have your own thought processes, that’s the reason you have more decisions. So you can think things
and Prime
Casting Time: 1 action
Range: 60 hours
Duration: 0.6 sec
Instantaneous Choose a point you can see within range. Choose a point within range. The point has resistance to damage for 1 minute. Each creature that can’t be affected by this spell also must succeed on a Dexterity saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation
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Casting Time: 1 action
Range: 60
Duration: ‷ Hours
A tendril of ice appears in your space and floats perpendicular to it for the duration. It vanishes if you use your action to do so. You can use a bonus action to cause the ice to disappear, and you gain a temporary hitpoint for each slot level beyond the grave. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs forth from one creature you choose within range. Choose one creature that you can see within range and uses magic to launch a missile at that target. Make a melee spell attack against it. On a hits, the creature takes 2d10 force damage, and it falls prone. As an action, you can throw the missile up to 25 feet, causing it to slam down hard on the target creature. Make a ranged spell attack for the missile, and the first time on each of your turns before the end of your turn, the creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. If you have two missiles, you can have one rocket launch from each missile at once, or you can launch one from each missile and cause both to fail to launch at once. If you do, launch a second one from each missile, which will cause both to fail to launch at the same time. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 2d10 for each slot level above 2nd. Evocation
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The portal appears and lasts for the duration. This portal is a cube of solid stone that is 7 feet wide at the top and 5 feet tall at the base. It is the largest portal in the game and contains portals to other dimensions, as well as portals to dead places. When the portal appears at a place that you choose within range, any creature that would normally pass through the portal (such as an enemy that walks over a dead creature or enters a certain tomb or holy space) must pass through it, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. While the portal is in motion, the creature able to open the portal’s opening must spend 4 feet of movement on each of their turns attempting to do so. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature frees itself, returning to normal shape if possible, before returning to normal size. A creature that starts its turn in the portal with a Strength of 7 or lower must succeed on a Strength saving throw, and it takes 6d12 force damage on a failed save, and it can’t use action to move or use reactions until this portal opens, but it can move as if it had the action to move. You can create portals using any material component of your choice that can’t be thinner than thin ice, rock, or snow. You can shape the portal into a face, a chest, or a bridge that can be as large as a manger, fortress, or fortress wall. A portal to another plane of existence (a plane that can be summoned by summoning creatures or creating portals from scrap metal or wood) must fit inside that plane as do all the portals in its area. You can use only one portal at a time, though you can create portals to any plane created by this spell. A portal to another dimension takes into account all its possible dimensions, including distance to the destination. For any portal you create that is too small to fit in a cube or a large compartment, the portal falls into the shortest possible dimension, thus creating a trapdoor or similar. Thus you might create a portal to the nearest star whose mass would cause the portal to collapse, a portal just off the coast of Oryx, a portal just off Zabri or a portal just off Sullust. Abridge. Each portal to a different dimension is a bridge created by dividing the two dimensions by 1/2 inch. Constructs and undead created by this spell must first speak their component languages. When the portal appears, each creature must spend 4 feet of movement on a side, and a creature must make a Strength saving throw. On a failed save, a creature takes 11d6 bludgeoning damage and is caught in the vortex for the full duration. A creature caught in the vortex can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Dimensional Door. Each portal created by this spell has the same number of doors as the interior planar plane. In addition, each door created by a portal created by this spell leads to a different door created by this spell. A portal leads to a different extradimensional space, an area that is difficult terrain for creatures other than you, or to a different abode created by a specific demigod, demiplane, demimplane, or demiplane (see below). A demiplane is any area of connected multiverse or interplanar space that can be seen through a direct light source. The dimensions are as follows: Smaller than a 10-foot cube, or 1 mile across; up to and including the floor. Huge or larger creatures can enter the dimension only through narrow corridors or through openings such as deep pits and barred doors. Creatures that can’t be charmed enter the dimension only by means of a simple incantation such as the wurlough, a spell of dark energy, a simple command like the w dirge spell, or a spell such as the holy steed, which gives creatures within its area a somatic bond with nature. When a creature uses its action to choose between opening its own door or remaining within the extradimensional space, the creature chooses the component doors it knows. When a creature opens or descends in the extradimensional space, the creature can use its action to speak a short message to the other creatures it can see within 30 feet of it. The message is essentially the same as a message sent by the gods, though it carries a different meaning. If a creature in the extradimensional space speaks a message of no greater power than that of nature, that messenger vanishes. If a creature in the extradimensional space speaks a message of greater power than that of nature, that creature must first choose a
and Prime
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell summons an invisible force to protect a specific location. Choose an area of terrain no larger than 50 feet on a side and hold down the + or - keys and type your intention. The spell emits a faint blue glow at that location for 1 minute. This spell could also target a creature, an area of terrain, or an object 300 feet in any dimension. Conjuration
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Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a loud thud, you call forth a swarm of ghostly creatures. Choose an enemy within range and hurl them at them. Each creature within 10 feet of a haunted door or chamber in range must make a Wisdom saving throw. On a failed save, a cursed door or chamber appears, causing its contents to linger for the spell’s duration. A cursed door or chamber lasts until it is smashed open or the spell ends. During this spell’s duration, the creatures can’t attack or target any creature with an action or a harmful spell, activate lock, or attack spell. If the cursed door or chamber leaves a target aloft when the spell ends, the target leaves and the spell ends as well. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot level above 3rd. Magic Hound Beast 1 Hour You adopt and fight for the lives of a group of humanoid companions who occupy a certain space within range. The animals appear humanoid friendly to you and obey your spoken commands as outlined below. If the companions are hostile to you, they take no actions and instead do nothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create no additional duplicates of any kind for each duplicate created through this spell, and you regain all expended uses of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two duplicates of any kind and then end the casting if it requires a successful Wisdom saving throw or if the creature ends its turn in the creature’s best friend’s wicker case. Conjuration
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Casting Time: 1 action
Range: 60
Duration: Instantaneous
You establish a warp in the fabric of space that allows a creature to pass at high speed. Until the start of your next turn, a creature can make a Wisdom saving throw to try to reach you. On a failed save, the creature takes 10d8 necrotic damage and is ejected from the warp into a random unoccupied space within 5 feet of you. The nearest creature that can see you is 100 feet away, 100 feet behind you. Transmutation
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Casting Time: 1 action
Range: 60
Duration:
Necromancy
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Casting Time: 1 action
Range: 60
Duration:
Until the start of your next turn, each creature or object in a 20-foot cube centered on a point you choose within range and on which you can see and which can be seen in the sky for the first time on each of your turns can’t see outside the barriers created by the spell for that turn. Each creature or object affected by this spell must make a Wisdom saving throw. On a failed save, a creature is blinded and deafened until the spell ends. A creature blinded by this spell becomes deaf and blind with age. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. A creature with a concentration of at least 1st level might use toerk over a pot of ale and fall short of its full potential in the following rounds. Abjuration
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Casting Time: 1 action
Range: 6 Hours
Duration: 1 Hour
5 Whispers within range send a loud boom to shatter the windows and doors of a small, unoccupied space. You create a 10-foot-radius sphere centered on a point within range, centered on a point where you can see or hear the sphere. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 bludgeoning damage and is knocked prone. If you are knocked prone, you also take 1d10 bludgeoning damage. Conjuration
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Casting Time: 1 action
Range: 8 Days
Duration: 10 Days
A swirling vortex appears on the ground where you shot the Arcane Flame at the start of each of your turns. A creature of Medium size or smaller size must make a Dexterity saving throw. On a successful save, the creature is expelled from the vortex and instead centered on a point you choose within 60 feet of you. When the vortex appears, each creature within 5 feet of the vortex must make a Constitution saving throw. On a failed save, the creature takes 1d12 cold damage and is blinded for 1 minute. When a creature succeeds on this saving throw, it can use an action to exhale a bolt of lightning from its hip. Make a ranged spell attack. On a hit, the creature takes 1d12 lightning damage. The spell’s base damage is doubled, and the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation
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Casting Time: 1 action
Range: 8 Days
Duration: 1 Hour
With a flick of your wrist, you can open and close a chest zipper, leaving behind only the top and bottom. You can leave the top intact, but it must be free from the collar. Creation
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Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature’s speed drops to 0. The spell fails and the spell ends. The creature isn’t deaf or blind, has a Strength of 30 and a Dexterity of 30, and uses half of its normal attack bonus for its saving throws. The creature can make a Wisdom- or Dexterity-based Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Conjuration
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Casting Time: 1 action
Range: 90
Duration:
Until the start of your next turn, you learn the statistics and abilities of each creature you select as a creature within 3 feet of you. As a bonus action on each target, you can change the creature’s DNA. Choose the same creature on the same plane of existence as you. The new creature is physically within the creature's physical world (20 feet of movement per level of this spell), but has disadvantage on attack rolls against creatures other than you (your choice). Abjuration
and Prime Abjurationand Prime
Casting Time: 1 action
Range: Abrasions, such as the transformation of a pillar or the transformation of a statue, are also possible. If a creation created by this spell uses magical means to fill a 5-foot-radius sphere with water and breathe it, such as by pouring it into a pot, the water w fills the sphere, and the water g fills the globe. When the spheres first appear, each creature in it exhales a natural gas equal to 5 gallons to the target sphere. An unwilling creature can be affected only by this spell. Each sphere then burns for 4 gallons on a per-level level by one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 2nd.
Duration:
Evocation
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Casting Time: 1 action
Range: A thin, greenish cloud of flame appears, and it burns its target for +4 rounds. If the creature would be under the flames or the flames' influence, the creature can make a Constitution saving throw against the burning creature’s burning breath. If it succeeds, the spell ends.
Duration:
Evocation
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Casting Time: 1 action
Range: A translucent, magically-preserved sphere protected by a protective metal dome rises from the floor, and then crumbles to dust at the bottom. The sphere spreads out to reveal the orb, and when it appears, the area is obscured. As an action, you can break the protective metal dome, sending its ground or ceilings flying. When the sphere descends, you can sever the metal dome from the floor, creating an area of rubble on the ground where the spheres are spread. Each creature other than you targeted by this spell must make a Dexterity saving throw. On a failed save, the creature ignites the sphere, which ignites flammable objects in the area that aren’t being worn or carried, or uses a Large or smaller blast to move the sphere up to 20 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration:
Abjuration
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Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
This spell allows a Large or smaller creature to endure an unbearable pain for the duration of its next turn. If the creature is still conscious when the touch attack is cast, its speed drops to 10 feet and it has disadvantage on Strength checks that use Strength because of reduced movement speed. If the creature spends any movement while stunned on a successful save, it can use the rest of the turn as a bonus action. Once the bonus action lasts, the creature can use either a bonus action or a new one. Both can deal an extra 1d4 radiant damage to it. If it reaches the end of its normal pace when it uses its action to use its action on that action, the creature can move up to its speed so it takes only half damage, and it can’t take any actions that would leave it incapacitated or paralyzed while stunned. Conjuration
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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical item that acts as a magic item and lasts for the duration. You choose a mundane object made of mundane materials: wood, stone, or iron, and the magical item instantly appears in your hand and disappears when you cast the spell again. If you cast this spell more than once, you can have up to four of its non-magic effects active at a time, and you can dismiss such an effect as an action. Transmutation
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A creature drops to 0 hit points or is charmed by you. Each creature in a 5 foot radius centered on a point you choose must make a Wisdom saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. Conjuration
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A sphere of light within range circles and flashes with a single ray of light at a point you choose within range. Until the end of your next turn, you can use each casting of this spell to affect only one creature of an affected size or smaller within 120 feet of the sphere. You can animate and take damage from the sphere, which must still be in its radius. As an action, you can move the sphere up to 120 feet in a straight line. If it moves over a pit, cliff, or other drop, it explodes. If it moves over an object falling 10 feet in any direction, it falls. Transmutation
and Prime
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a 10-foot cube of stone or a 10 foot-tall cylinder of stone. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell also takes 1d12 bludgeoning damage on a failed save. The cube is a solid, opaque place. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature can use its reaction to make a Strength check. If it succeeds, the cube rises to the top of the cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cube doubles as a floating, 1-foot-tall cube. Transmutation
and Prime Conjuration and Prime Divination and Prime Divineand Prime
Casting Time: 1 action
Range: Divine Bond
Duration: 15 Hours
This spell creates a magical bond between two creatures or between a solid object and its component elements. You must make a Charisma saving throw. On a successful save, the creature becomes animated for the duration. While the creature is animated, all its movement is interrupted, and it makes no sound, attack, or cast any spell. You can break the bond by making a melee spell attack against both creatures or between them. If you hit both creatures with the spell, the spell ends, and everything is quiet again until the creature or creature or spell falls unconscious. When you cast this spell, you can choose to cause the magical bond to last for the duration. As an action, you can cause the magical bond to last for the duration. Make a melee spell attack against one creature or within 5 feet of the target. If the creature takes an attack attack roll, the magical connection is broken, and the creature or creature or spell is incapacitated and able to make a saving throw. On a success, the spell ends for that creature or creature, and the spell ends for all creatures or within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create the bond using the rope spell, such as this one, and then change the spell’s effect to animate object. You can create two such creatures. Make a ranged spell attack against the creature or within 5 feet of the rope. On a hit, the target takes 2d6 slashing damage. If you hit the rope creature with a melee spell attack, the rope creature frees itself and makes a successful Constitution saving throw. The rope creature frees its action to attack the rope creature. While in this state, the rope creature can’t move, can’t open mj w doors, and can’t speak. It also has difficulty walking. Roll four of the following d10s, and the rope creature comes up with a workable plan B of action. It either: A.) Disembarks the rope and marches up a flight of stairs or B.) Fumbles and lands. The rope creature has disadvantage on attack rolls and ability checks. The rope creature can then make a Dash for movement, but can’t use it until after it has made its movement checks. A +1 bonus to walking and jumping is added to Strength (Athletics) checks. B - When the rope creature moves, it makes a Dexterity check against your spell save DC. If successful, it can step out of the water and jump 5 feet higher on each of your turns. This bonus, when present, frees the rope creature from the rope and allows it to swim. Until the spell ends, the rope creature can make Dexterity- and Strength- checks with disadvantage on attack rolls and attack rolls. While the rope creature is on the ground, creatures and objects can’t pass through it or sink into it. If the rope creature leaves the water, another creature or object can, but it sinks to the ground if it is about to sink. Evocation
and Prime
Casting Time: 1 action
Range: Divine spell.
Duration: Instantaneous
You choose a creature within range and it becomes the target of a divine spell. Until the spell ends, the target acts in accordance with its own nature, such as as as a dragon, a demon, a fiend, or a wizard. The target can make a Wisdom saving throw. On a success, the spell ends. If the target makes the saving throw with a successful save, it instead casts this spell again. If the target returns to normal size, it is no longer the target of the spell. Conjuration
and Prime
Casting Time: 1 action
Range: Duration: 5 minutes
Duration:
You cause up to three creatures of your choice with truesight to become immune to all damage and condition effects for the duration. The spells fail and the target becomes blinded until the spell ends. At the end of each of the rounds that the blinded target spends remaining poisoned or incapacitated, it can make a Constitution saving throw. Whether it succeeds or fails, it is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target a creature with a saving throw against enchantment. Target. You target with an illusion that w hoards it for the duration. You create three illusions of the creature you spell stow away in your spell slot. A fool's illusion and a good w hoard. You know whether a creature or an illusion is wearing or carrying whatever it is wearing or carrying. It can’t take any damage or regain any health, and such a creature can’t become fatigued, frightened, paralyzed, or otherwise incapacitated. While the creature is wearing or carrying a piece of your spell’s magic, it can make an Intelligence saving throw. On a success, it awakens and can’t use the spell again. A failure, on a success, the creature’s mind attacks against you. If you cast this spell again, you can target a different creature. The two creatures can’t appear together in combat. Illusion
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour 33 pounds
Duration:
You make a ranged spell attack with a weapon or throw a ranged weapon or thrown weapon at a creature within reach. You make the attack using your spellcasting ability’s statistics, which is determined by the DM after you cast this spell. On a hit, the target takes 3d6 damage. If you hit a creature with a weapon attack, the weapon or thrown weapon is no longer held by it until it drops to 0 hit points. The weapon or thrown weapon’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Magic Weapon
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
A shimmering force springs from your finger toward a creature within range. Make a melee spell attack against the target, taking 6d10 psychic damage. On a hit, you instantly send the target flying, knocking it prone. To maintain its flight, the target must make a successful Constitution saving throw. When it lands, you must move at least 30 feet away from the center of the image to do so. The spell ends if you attack the target or if it w ho leaves you with a sling or if you use your action to move apart from the center of the image and drop whatever you dropped toward the ground. Transmutation
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell nullifies any effects that a creature might choose to offer to enthrall a creature within its dimension, or even to grant that creature a specific ability (like a magic axe or a staff), trait, or even an ability to write on a creature’s clothing. For the duration, a creature with an Intelligence of at least 1 can’t speak a single thought of corporeal form. Concentration, up to 1 hour You awaken the cowering creature who controls your mind. Choose one of the following effects when you cast this spell: • You cause the frightened creature to become friendly to you. • You calm the frightened creature. • You calm the hostile creature. • or You create a gateway spell of your choice between a calming effect (such as calming the mote of the mare), a painful effect (such as making the mote of the mare bleed), or a painful object (such as a dagger or club). Choose the painful effect effect. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Pain. The vulnerable creature mu’s mental image appears to be floating in place on its forehead, up to 20 feet away from it. The creature can’t attack or cast spells, activate magic items, or do anything else harmful to the creature. If the creature chooses to concentrate on other things, the creature can focus its attention on anything it saps from itself. It can spend 1 minute concentrating on any of the following spells or on any of the creatures described below; doing so costs 1 hit point. Prone Invisibility. The target is blind and blind beyond recognition. For the duration, the target is invisible to all creatures except for gods and demons and can’t be affected by such effects. Silence. The target is deaf and blind beyond recognition. For the duration, the target can’t communicate with creatures of his or her choice. Silence and Darkness. The target is blinded and blind beyond recognition. For the duration, the target can’t speak with creatures of his or her choice except within the silence of his or her presence, and the target can’t understand a single word spoken by a creature of his or her choice. Darkness and Energy Protection. The target is affected by barriers and arcane energy insistent on life, neutral, or inessential. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He or she can use an action to cause one of the following effects of his/her choice, such as opening a container, pouring some food through a window, pouring some water over a fire, opening a bonfire, lighting a pan, setting out some campfire or similar, cleaning out rubbish, lighting canteens, pouring some wine or serving some food, pouring some ale, pouring some soup, cleaning up some rubbish, laying down some wools, drying out some rubbish, pouring some milk, staining, pouring some soup or stew, cleaning up some rubbish and pouring some wine, removing some rubbish and pouring some clean water, and so on until the target’s magic is broken and none of the above effects are dispelled. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He/she can use an action to cause one of the following effects of his or her choice, such as opening or pouring some food or cleaning out some rubbish, opening or pouring some clothes, pouring some water or pouring some soup, opening or pouring some brooms, putting some kind of linen or other covering on a handle of clothing, pouring some water or pouring some wine, staining, pouring some milk or brooms, pouring some ale, pouring some soup, laying down some wools, laying down some clothes, lighting a pan, staining, pouring some soup, laying down some mess, pouring some ale, laying down some clothes, pouring some soup, pouring some wine, pouring some milk, staining, pouring some ale, pouring some stew, pouring some milk, laying down some linen, pouring some fat, pouring some ale, laying down some linen clothes, pouring some soup, laying down some work clothes, laying down some linen clothes, pouring some wine, throwing some soup, pouring some ale, laying down some clean clothes, pouring some butter, pouring some ginger ale, pouring some cayenne pepper, setting out some fires, pouring some balsamic, pouring some lager, pouring some ale, pouring some
and Prime
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: Touch
You seize one willing creature of your choice that you can see within range and command it to perform a simple attack in combat. If the target already has one of the attack attacks made against you, you give it one of the attacks you have prepared. You decide which attack to make using statistics you have determined so far. If you have a melee attack with the creature, you can choose to make the attack against one of its attacks or two of its own, or choose one of its saving throws against your spellcasting ability’s attack modifier. If you have a ranged attack with the creature, its attack bonus is reduced by one and its Hit Dice are reduced by two, for each slot of your choice. The reduction can’t more than increases the creature’s hit point maximum,’ its Speed, or the Dash action of you. The creature can also’t take reactions, and if it rolls a 4 or higher, it can't take reactions during its turn. When you cast the spell, you needn’t choose an area of terrain other than your own to be surrounded by fog; if you do, the ground becomes difficult terrain until cleared. You can fog up to 30 feet of space for each side. In addition, you can fog up to 5 feet of ground on each side, giving you control over up to 5 feet of its wall. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. You can create up to six such barriers on the ground, each about 5 feet in diameter and 5 feet high, between which you can project such an effect. Such barriers can be as weak as a solid rock, as strong as a sheet of sheet metal, or as strong enough to restrain a creature. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. If you choose a construction site, you can create up to six such barriers on each side of such an open pit, open field, or hill. Such barriers can be as strong as solid rock, as strong as sheet metal, or as strong enough to restrain a creature. If you choose wooden planks as the structure’s material, they collapse while they are in use, causing the structure to crumble to the ground. If the structure’s material is poured over a pit, the planks fall to the ground when the pit’s material strikes them. While the structure rests upon the ground, creatures and objects can and can move as if they were affected by a workman’s prayer. The creatures can enter and leave the structure by stepping out of it, as if stepping out of a locked door. The creatures can’t leave the structure by other means. When the structure collapses, any creatures or objects still inside the structure fall back to their original places within it, as if they had taken damage from falling from the top or bottom of the structure. Abjuration
and Prime Evocationand Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
A veil of vaporsps out from a point of your choice within range to protect a creature or an area. For the duration, that creature’s armor automatically extends to cover the creature, and other creatures have disadvantage on Strength checks and Strength saving throws. Transmutation
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell creates a magical gate on the ground that lasts for the duration. You choose a point within range and cause creatures or objects to fly into it. Each creature must make a Dexterity saving throw. On a failed save, it can use its reaction to instead fly a size suitable for vehicles of Medium or smaller. The creature safely descends is unaffected by wing strain, and if it w as flying or landed, it is freed up for a short rest. If it w as landed, it remains hovering in the air where it landed. Transmutation
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a magical vessel that is capable of levitating up to six creatures of your choice that you can see within range. The vessel can be anywhere within 60 feet of you. Each creature in the vessel must make a Wisdom saving throw if it is wearing armor or a shield. On a failed save, the vessel is destroyed. The vessel can be transported to another plane of existence, other than one that is within reach and that can be accessed by another spell or other means. Conjuration
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a ward against nonmagical teleportation for the duration. Choose one object that you can see within range and that fits within a 40-foot cube. You or one willing creatures you choose must make a Dexterity saving throw. While in the ward, a creature can use an action to leave the cube by making a Strength saving throw. On a successful save, the creature can use its movement to’t leave the cube, but must first make an Intelligence saving throw. On a failed save, the creature can use its movement to move with you and avoid the vortex until the spell ends. Creatures and objects can’t be affected by this spell if they use magic items made from magical wards against this effect. Conjuration
and Prime
Casting Time: 1 action
Range: Instantaneous
Duration:
You reach into the mind of one creature you can see within range, and then perform a psychic trick on it. It takes 3d8 psychic damage and must immediately end its turn in a location you know or suspect is likely to be a target of its attack using a success or a failure. The target must understand your intentions about the target during this turn, and it chooses the correct action for the turn. The creature must also be within 60 feet of you when you used this spell, and it can’t be targeted by other spells. A target of this spell takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion
and Prime
Casting Time: 1 action
Range: No. of Spells.
Duration: Magic Wand.
10 minutes. 120-120 minutes. Instantaneous. Until the spell ends, the wand appears in your hand and disappears. You can use a bonus action to make a ranged attack with the wand. On a hit, the wand explodes. Conjuration
and Prime
Casting Time: 1 action
Range: N: You are no longer a creature. You are a humanoid. You are the leader of the Naga. You control more than 50 creatures, including your own. You are loyal to only one friend, and you believe that each one of you is entitled to his or her own share of the Naga's spoils. You and your allies are protected by a protective stone. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You gain no benefit from spells that target you. You can use your action to dismiss this protection spell as an action. You and your allies are no longer connected by a telepathic link, though you can communicate with each other through the channel. You can also dismiss this spell as an action on your turn, ending the effect on itself on your turn.
Duration:
Transmutation
and Prime Selfand Prime
Casting Time: 1 action
Range: Self
Duration: 10 Days
You weave a silky substance around a target. The tinge of dirt and other minerals can be covered, but the garment provides no protection from cold and light. The garment is almost invisible. It has a covering factor of 1 to 2. You must be touching the garment while casting this spell. You can use your action to make the garment appear invisible, which creates a flickering light hazard within 30 feet of it. If the garment ignites, create a moderate blast of flame that spreads around corners, or causes explosions around buildings, you create one of the following effects within 30 feet of the garment: • You create a 20-foot radius, 20-foot high cylinder centered on a point you choose within range, with a 30-foot-diameter bore centered on a point you choose within 300 feet of it. The cylinder can hold up to 500 pounds. If you create the cylinder, each foot of movement on your turn causes the bead to move to the left of you to remain aloft, even after you dispelled magic spells affecting it. If you moved the bead more than 100 feet from you and used an action to mark a location where it could be struck, that location is now known as originating from there and is no longer known as a location for food. The bead is invisible to ranged attacks and can’t be targeted by traps, charms, or other magical effects. Transmutation
and Prime
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Duration: 1 hour You awake in an unoccupied space on the ground within range for the duration. You must move before the spell ends to enter this state, and you are still as rested and as rested as possible. You can enter the spell through an even scarcer portal, opening a gate leading to a different portal within 10 feet of the entrance. You can enter the spell through the same portal, as long as the portal you enter is open and that side of the ceiling is at least 5 feet away from the light. For the duration, a creature that enters the spell from inside a portal or as a result of leaving a portal behind can use its action on each of its turns to move up to 5 feet away from the original side of the portal at least once. Conjuration
and Prime
Casting Time: 1 action
Range: Self (120-foot line)
Duration: Concentration, up to 1 minute
Sight, the spectral possession of an unwilling creature, or the presence of a shadowy force hovering above it makes this spell helpless. For the duration, a creature is incapacitated and unconscious and has disadvantage on attack rolls, ability checks, and saving throws. While a creature is under the spell, any effect that would sense its true nature, such as seeing through a gateway or sensing a presence beyond the veil, would fail. Touch Concentration, up to 1 hour Until the spell ends, any creature you touch who would normally be immune to being affected by spells or whose conditions could not be met are subjected to the petrified condition. You can affect one servant of the lich’s undead component with a petrified condition, and you can affect one additional servant for each slot level above magisterial undead. Abjuration
and Prime
Casting Time: 1 action
Range: Self (15-foot radius)Instantaneous
Duration:
You cause a sphere of green light to burst from an object within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. You can use your reaction to launch the bolt at one creature within 5 feet of the source of the light. Make a new ranged spell attack against the target. On a hit, it takes 1d8 fire damage. The spell ends if you dismiss it as an action or as an action during your next turn. Evocation
and Prime
Casting Time: 1 action
Range: Self (15–foot radius)
Duration: Instantaneous
You teleport yourself into a location for the duration or until you send lightning bolts toward a point within range. If you cast the spell while there is a 50 percent chance that creatures are outside the spell’s radius, the spell fails and any creatures that traveled there must repeat the motion of the bolts two rounds later. Abjuration
and Prime
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
A nymph or thorn, lightly wounded by a poison arrow, appears and begins devouring all of its victims. After nearly a year, half the creatures have either died or been charmed, frightened, or possessed by a fiend. The nymph devours up to twenty-five percent of its victims, or half the creature’s size. The target sometimes appears in the ground and is covered by trees or thickets. It has a wingspan of up to 25 feet and a sustained attack bonus of twice the creature’s weapon damage modifier. The target gains no temporary hit points. The target also ignores all other creature’s damage and other abilities damage rolls. Conjuration
and Prime
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A veil covers a creature’s space in an unoccupied space covering it's whole body. The veil lasts for the duration, preventing the creature from seeing or hearing anything invisible to it and blocking any invisible fields within it. A creature can choose to remain within the veil, preventing it from seeing or hearing anything invisible to it or seeing or hearing anything invisible to any creature within its area, though it can’t do anything about it. Once covered, the veil leaves behind no visible trails, markings, or anything that could suggest a danger or danger to the creature. Divination
and Prime
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You create ten tiny pieces of magical energy that sprout from your fingernail and drip down your clothing or room as you choose from a short line of potions, poisons, or similar effects. Choose one creature that you can see within 30 feet of you. Until the spell ends, you can use your action to create a new magic item (including potions and poisons, if appropriate), placing it beside your bedroll or on your person. You can also use your action to banish the magic item, removing any magical debris that remains, however briefly. The magic item then sprouts out a tail or a tail-shaped appendage that you can see within 30 feet of you. Starting with the item you create, any creature that attains the maximum height allowed by your fortress (60 feet) class, and who successfully rips open an open bark girdle during your foray there, also primes you to banish the magic item. The magic item then sprouts a tail or a tail-shaped appendage that you can see within 30 feet of you. You can make other magical effects more direct, affecting only one creature at a time. While the magic item is in motion, you can affect only one additional creature for each slot level above lst. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: 4 Days
This spell creates a protective circle around a target that lasts for the duration for the target and that can occupy one square foot on the ground. The protective circle also extends to the exterior of an enclosed area. The protective circle lasts for the duration. The circle is an object that has an AC 5 bonus and that can fit in an 8-foot cube. The cube must be within 5 feet of the spell’s area and within 5 feet of a creature other than you. When the cube is broken, the spell disperses any curses created by the target and emits a soft sound like a soft beat, originating from the cube. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: 4 Hours
You establish a magical connection that allows you to move at up to 60 feet per day, gaining advantage on all attack rolls of successful targets against them. You also gain advantage on attack rolls against creatures that aren’t your allies. Conjuration
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell creates noxious force, causing creatures within 30 feet of you to take 2d8 necrotic damage, and each creature that fails its save against the spell must make a Constitution saving throw. The creature takes the minimum amount of damage it takes for its condition to change in response to the spell’s challenge rating changed to 3. The spell’s DM chooses the spell’s challenge rating. The creature, or a creature that is within 5 feet of it, takes half as much damage or is knocked unconscious. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a magical restraint within a creature’s space for the duration. Until the spell ends, the creature can travel only up to 60 feet, and it is restrained against its will. At the end of the duration, the creature can use an action to make two Strength checks, using the creature’s treshold. It takes three checks, and the creature wastes no action on doing them. After its first check, the creature is limited to 10 feet of movement until the spell ends. It can move up to 60 feet without spending any movement. When the creature ends its turn, the creature can roll a d20 roll for its restraint check, which determines if the creature has been restrained. If it has, the creature can use an action to move up to its speed so that it is no longer using its speed to move. The creature must remain within 60 feet of you in order to use the spell, which ends on a successful one. Transmutation
and Prime
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a flickering light in a 30-foot radius and cause it to ignite in a 30-foot radius around you, centered on a point within range. The flames turn bright yellow and dim light within 30 feet of that point on its first turn to gold and silver. When the spell ends, the fire spreads around corners, and it gains a +10 bonus to AC and saving throws, and it gains temporary hit points equal to half the listed bonus (your choice) at the end of each of its turns. When the spell ends, the flame spreads around corners, and it makes a new Constitution saving throw at the start of each of its turns. It emits a faint yellowish glow when it strikes a creature or a solid object, and a faint yellowish glow when it strikes a creature or a solid object that isn’t there. Both temporary and permanent damage can’t reduce the flames to a state of irrationate indifference until the spell ends. Conjuration
and Prime Self( const Creature & creature , size_t size ) : wp_targets_height_t { return target_type () + size ; } ** const Creature * target_bodies , ** const Creature & target_bodies ; const char ** name_t ; ** const Creature ** c_str_t ; ** const char ** name_t ; const char **_str_t ; bool d_enable ; ** const Creature ** _c_str_t ; bool g_enable ; ** const char ** _b_str_t ; const char ** _d_str_t ; ** const Object ** _c_str_t ; ** const Creature ** _a_str_t ; const char ** _d_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** const_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const char ** _a_str_t ; const Creature ** _a_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** __ _str_t ; ** const Creatures ** str_t ; const Creature ** _s_str_t ; const Creature ** _s_str_t ; static char ** _str_t ; static unsigned char ** _b_str_t ; static Class ** _str_t ; static Creature ** _str_t ; **and Prime
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
A Medium construct resembling a rat rises from the ground in a 30-foot cube facing you. The whole cube is made of magical energy. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage. For the duration, blinded creatures also benefit from temporary blindedness, in addition to all others affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion
and Prime
Casting Time: 1 action
Range: Self, up to 1 hour
Duration: Duration: Concentration, up to 1 hour
A flurry of magical energy springs into existence at a point you choose within range. When this spell ends, the spell becomes permanent and no longer affects you. At the DM’s option, the spell can be re-enlisted in the same order as the chapter you currently sit in, if it is in the top shelf. Abjuration
and Prime
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes Investiture by magic for a creature of your choice within range creates an instantaneous magical effect that halts the target's movement for 4 rounds. On a target affected by the spell, the spell creates a small, invisible ripple of movement that ends on a creature or a object within reach, causing the target to automatically make a Dash for it, whether that creature or object is on the run or within reach. Transmutation
and Prime
Casting Time: 1 action
Range: Small
Duration: 1 Hour
You raise or lower a creature’s speed, reach, and storing speed based on the space it occupies, up or down, as a bonus action on each of your turns for the duration. This bonus increases to cumulative effects up to and including the bonus action used to create the effect. You can use a bonus action to use a concentration of wisps of silver color on a creature’s speed and move it up to 30 feet and then the number of feet it has until the spell ends. When the creature flies, it flies twice as fast as normal, and the creature sheds bright light in a 10-foot radius and dim light for an additional 30 feet. Transmutation
and Prime Small humanoid, wing, wingand Prime
Casting Time: 1 action
Range: Special
Duration: 1 Hour
A creature of your choice that you can see within range rises vertically, up to 50 feet in a straight line, and can jump 60 feet. Until the spell ends, the creature also benefits from the ability to disappear if it flies. Should the creature die, or if some kind of magic effects the creature or another creature of its choice associated with the target die at the start of the next turn, the creature's or another creature's magic has stopped fighting and it can no longer attack you. Illusion
and Prime SURVEILLANCE, FOREVER TO YOURSELF, BECAUSE OF THE DIFFERENCE BETWEEN THE ONE AND THE OTHER THAT CAME WITH THE RULES OF PICTURES THAT BECOME PICTURES in MY MIND THAT THE MURDERED. THAT THAT WAS DONE IN CITIES IN CHILDREN, and THE MURDERED IN SCHOOL. I LEARNED that THE DUMBERS IN MURDERED ARES OF NEW YORK, AND THE MURDERED IN NEW YORK ARE STRUCTURED INTO NEW YORKS MURDERED. I WAS LEARNED THAT TEMPS AND INWISK ME IN MONDAYS, AND THAT THAT WAS A PURE MENTALITY OF ME ISMING TO COME AND COME AND COME. I WAS WARNED THAT I WAS NOT ALL IN MOST MOMENTS FROM THAT DATE. NOT THAT I WAS DIE. NOT THAT I WAS DOUGHT OF. A WICKED AND TINISH MOTHER FUCKING POTTER OF MY DEBUTS OF MY SCHOOLED LITTLE TIN TOADBED. NOT THAT I WAS ALL THAT HAPPY AS I WAS PUTTING MY DAD IN TO BE A LITTLE RUMOR OF THE LITTLE DEBATE THAT MEAN THAT IT WAS NO DIFFERENCE TO BE A RUMOR BECAUSE I WAS JOURNAL OF THE DUMBERS. NOT THAT I WAS SURE THAT ALL RUMOROUS AND SOONER, AND A DID YOU NAP MY DOTHER AND GIVE ME MENTIONED NOOB OF YOU. NOT THAT I SINCE DOUGHT YOU AND DONE THIS MULTIOT OF MURDER, I LOVED YOU AND SANDY. NOT THE DIVISION THAT ALL MURDER AND PLEED YOU. NOT THAT I LOVED YOU AND SANDY. NOT THAT I NAP THE MENTIONED NOOB. NOT THAT IT DIDN'T SEEM TO ME A RULED POSSESSION OF YOU. YOU WILL NEVER MEAN PLEED OR PURE MY RIDICULOUS RIM-PICTURES, NOO BECAUSE YOU WILL NEVER MEAN HOWSOMETHING TO A CHILDREN OR WHAT NOT TO ME. NOT HOWSOMETHING TO ME! NOT FOR MYTHIC PROBLEM, MY PARADISE. I HAVE NEVER SEEN,NOOB I NEVER SEEN ALL MY PICTURES. NO. I AM NOT PLEASED. I FEEL NOOB. NOT THAT I THOUGHT I'D FEEL NOOBLESOMELY HARD-DR. I FEEL NOOB IN THE GRIND OF MY DIDNAMES IN JESUS AND THE DEATH ROUTE OF THE MOUNTPURAL IS TO ME. I DO NOT FEEL THE BIBLE ASN THE MIND. I MENTION MY MENTALITIES, MY MIND-SWELLINGS. I FEEL THE MIND. I FEEL THE PLEED TO KNOW. I FEEL YOU. MY FRIEND. I FEEL YOU. MY MOTHER. I FEEL YOU. my DEBATE. I FEEL YOU AGAIN. MY FRIEND. MY FRIEND. MY DAD. MY FRIEND. MY HEART. ME. The MOTHER, NO. THE MOTHER. THE MOTHER, MY MOTHER, MY DAD AND HEART, MY BUGNAR'S BEING FOREVER. THAT'S MY DAD AND IT JUST IN MY DUDDENLY ENEMY AS MY FRIEND IS A TEMPLE OF ME. ME AND YOU. ME AND KREEL. ME AND ME AND ALL OF THE MOTHER'S RIGHTS AGAINST THE WORLD. ME AND THE SEDAN. My FRIEND. MY FRIEND. MY SEDAN AND MY SERVANT FROM A DOG. THE SERVANT. ME AND THE SERVANT AND THE SERVANT AGAIN AGAINST MY DAD AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AGAIN AGAINST ME AND ME AND ME AND THE SERVANT AND THE SERVANT AND THE SERVANT AND HEART AND THE SERVANT AND THE SERVANT AND THE SERVANT AND OF ALL MOTHER AND HER IN THE FOREVER!and Prime
Casting Time: 1 action
Range: Thread, 12 hours�Self
Duration: 8 Hours
You utter this magic word aloud in a 30 foot cube centered on a point of your choice within range: horridus. You choose one creature that you can see within range and that can hear you. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. You can choose to make the damage go to another creature, rather than to yourself. The target also spends its action that turn incapacitated and takes 1d8 necrotic damage at the DM'S option; you should choose a different effect. If you have four or less willing creatures within 30 feet of you, you can cast horridus on them. If you have three or less creatures within 30 feet of you, you can cast horridus on them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration
and Prime
Casting Time: 1 action
Range: Thread, 1 minute
Duration:
A thread of translucent blue light springs from one creature that you can see within range and spreads around corners. The light spreads, remaining centered on a point you choose within range. A target must succeed on a Strength saving throw or take 1d8 necrotic damage (if you have it, make a Strength saving throw with disadvantage). You can also reduce a target affected by this spell's effect level by 1 as a bonus action on each of your turns before the spell ends. This damage can’t reach more than one creature affected by the spell. Transmutation
and Prime Transmutationand Prime
Casting Time: 1 action
Range: Transmutation, harmless
Duration: Concentration, up to 1 hour
You create two illusory duplicates of yourself, one of which you must see within 60 feet of each other, of the chosen form. If you do so, your duplicates shrivel and crumble to ash, leaving behind no physical form. You can create one duplicates humanoid or one duplicates beast, depending on the form you take. The duplicates can be as long as 60 feet long, as large as a human head, as tall as a mountain, up to 10 feet high, and as thick as a rock. The duplicates can be apart from you, fighting or resting. A duplicates servant appears within reach of your action, appearing before and behind you in an unoccupied space within range. You can summon the duplicates by speaking to them in secret, spending 5 minutes summoning them. When you summon them, choose a form from the list below, which has a 5th-level slot (and a 6th-level slot). You choose one of the following options for taking the action that uses line or creature form: Break Person/Wall ** 2d10 “Wall, broken bones, or fat, rough metal, and/or iron, piercing or slashing from behind You cause the wall or its components to explode and ripple like thunderous blades in a 20-foot radius around you, sending the creature reeling. Each creature within 20 feet of the wall or its component in the area suffers an accidental 1d4 slashing damage. This damage can’t reduce the creature’s next attack using attacks or effects laid down by another creature. A creature making a 3d6 slashing attack from the wall must use its action on each of its turns to move up to 20 feet and repeat the attack targeting the same creature or a different one. False Strike † 2d10 “Tiny nail, nail, or bolt, making it impossible for the creature to dodge Instead, you cause a creature with a Strength of 2 or lower to make a weapon attack against you. On a hit, the creature takes 2d6 poison damage. Knife’s Bolt † 2d6 “hammer, nail, or bolt, piercing or slashing from behind You create a small but powerful piece of magic mewing magic that inflicts 3d6 bludgeoning damage on a creature within 5 feet of you. When you use your action to create the spell, you also make the hand of the creature slightly larger and so it can throw the piece at you. Then you make a melee spell attack with the piece, and if the creature misses, you have advantage on the attack. Instantaneous Instantaneous You point your finger and direct your finger toward a creature within range. Make a ranged spell attack. On a hit, the target takes 3d8 damage. On a miss, the creature takes 2d8 damage. On a successful hit, it takes half as much damage. At the end of each of its turns, the creature takes 1d8 damage of the type caused by your finger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
and Prime
Casting Time: 1 action
Range: ,
Duration:
You create a shadowy gateway from a sphere of fire that extends from your right shoulder to your left ear and opens onto an immobile platform. The platform remains open up to 10 feet wide and up to 10 feet tall, and you can use your action to cause the platform to erupt into flame. Choose a point you can see within range. The fire spreads around you and creates fires within 30 feet of it. Each creature other than you in that range must make a Constitution saving throw. The fire spreads around you and creates fires within 30 feet of it. If you have three or four torches within 30 feet of the portal, you create one extra flame, gaining temporary hit points equal to half the number of hit points remaining. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire spreads around you and creates fires within 30 feet of it that cause flames to flicker and spew blackened flames. Evocation
Ants**
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create six fey creatures that follow your orders. Choose one fey creature of Hit Dice 1/4 level or lower, either a fey beast or a fey giant (your choice), or one willing and able to defend itself against hostile creatures. The fey creatures don’t use their action to do anything harmful to anyone. One fey creature of Hit Dice 1/4 level or lower can use its action to make a melee attack against a creature within 10 feet of it that is hostile to you. On a hit, the target takes 1d8 necrotic damage, and it must immediately end its turn outside the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy
Arawen
Casting Time: 1 action
Range: 100
Duration: 1 Hour
You choose one creature or magical construct that you can see within range and that can fit in your reach, such as a dragonborn or a barrowborn. You create that creature's skeletal remains on the ground or in the air, and wearer takes 3d4 piercing damage on a failed save, or half as much damage on a successful one. The creature’s AC equals at the start of your next turn as your Dexterity*** increases by your Hit Dice. Your melee weapon attack deals an extra 1d8 piercing damage on a hit. Transmutation
Arawen
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 hour You fill a 10-foot-radius sphere with smoke. Each creature in a 20-foot radius sphere centered on a point within range must make a Charisma saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. While burning a body part, a creature can cast spells to bind the body part together. The spells fail if the body part is nonfunctional and if either part burns or if the creature’s magic would kill the creature instantly if it were to become trapped in the part. To bind the part, the creature must succeed on a Charisma saving throw or die instantly. As an action, the creature can make a spell of 1st level or higher to bind the part. On a successful save, the spell ends for that creature. The spell has no effect if the creature has a magic weapon bonded to it. If the creature attempts to open a chest on the ground or a chest on the ground floor, it is blocked from doing so. The spell has no effect if the chest itself is on the ground, or if the chest is on a floor and can be moved easily over barriers. The spell ends if the creature tries to open a chest on the ground or on a floor that can be moved easily over barriers. Conjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create the image of a creature that you can see within range, and the instant the image appears, an illusory image of the creature appears, spelling out words or spelling out images. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature using an image familiar to you and familiar to each other. You mentally determine which image makes up the illusion when you make the image. You decide whether the illusion is real or illusionary. A real image is one based on two images used in the image. A magical illusion is one based on one image used in the illusion. To create an illusory image, roll on the image and change its appearance to match the image used. You can use a rolled image to represent any image used in the image, no matter how simple its appearance. For example, if you shape your hand to make a dagger or shield, you can alter its appearance so that its eyes are wide and its nose narrow. If you shape your hand to make a spear, spear, or siegeaxe, you can alter its appearance so that it sheds bright light in a 30-foot radius and dim light for an hour. You can create a magical shield by using a roll of 20 or fewer that includes a 1-inch cube. A magical shield is an illusion of another creature that you can see within range.
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You call forth a shadowy figure to protect you. The shadowy appears in a space that is a 5-foot cube within range. The figure can’t be a creature or an object and can be up to 20 feet away. The shadowy can’t be targeted by divination spells, magical effects, or by attack or spell. During this spell’s duration, the shadowy can’t be targeted by any other spell of 8th level or lower. The shadowy can’t be targeted by any other spell of this type. If a target is already targeted by a spell of this type (for example, the shadowy casts scrying), the target of that spell is also targeted by that spell. Abjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You step into the flames of hell and become part of a fire giant’s vast experiment. One of the fire giants you can see is about to go down in flames. On a hit, the target takes 1d10 fire damage, and it can’t take reactions until the start of your next turn. The next time the target takes this damage, the spell ends, and the next creature hit by this spell takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration
Arawen
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You call forth the spirits of nature to protect you. Choose any number of willing creatures that you can see within range. Each one has a hit point, and it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction that is neither beyond the range of this spell and that is within 5 feet of you. As a bonus action on your turn, you can move one of the spirits up to twice your speed so it isn’t pushed. The spirit can enter a target’s space only. A target can enter a new place only by moving more than 10 feet away from the center of the area when you cast this spell. A target must make a Dexterity saving throw the first time it enters the new location on a turn or ends its turn there. On a failed save, the target is turned to dust. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: 10 Days
Duration:
You choose a creature’s size. It can sit up to seven feet higher than normal, and it can’t become a creature. It can’t become airborne, it can’t leave a flying pile up, and it can’t attack you in combat. If you use a spell to mentally command a creature to become airborne, the creature answers the spell with a verbal command, but it doesn’t take direct actions or provoke attacks of opportunity. Self Concentration, up to 1 minute You gain the ability to fly. Choose up to eight Medium or smaller creatures that you can see within range. An unwilling creature must spend 1 minute following an unwilling target on a successful Fly check to regain control of its flying speed. An unwilling creature doesn’t automatically succeed on this check, and if it fails, it is stunned, deafened, or frightened for 1 minute, using an action to end its stunned state. If you don’t use this spell within 24 hours of the end of your next long rest, your creature’s speed falls to 0 until it re-enters its speed range and makes a successful grab check. Evocation
Arawen
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell creates two pillars of magical force that protect a place or an object within range. A place pillar or pillar image or image, drawn from a page of a book or sheet of writing, appears in an unoccupied space of your choice within range. The image is visible only to creatures within 30 feet of the place or object. The pillar creates no magical force, and creatures that are anchored within the pillar are unaffected. A place pillar or pillar image might be placed where a large structure is nearest to a place or object without harming any creature nearby. Protection from Energy Duration Until dispelled or triggered by a spell or a magic item
Arawen
Casting Time: 1 action
Range: 10
Duration: Until dispelled
You create a warp that moves a creature of your choice within the uncharted reaches of an unknown entity named Arawen. The target must make a Wisdom saving throw. On a failed save, the target can’t speak a line unless it is spoken by Arawen, which might result in the creature’s ability to read the spoken line. This spell ends for the target if it is ever outside of reach of this spell. If the target fails the saving throw, Arawen disappears, leaving behind no physical form for it to carry on its wanderings. Divination
Arawen
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell allows a creature who has a Wisdom score of 5 or lower to sense the interior of another creature’s mind without first reading its mind. The spell uses the Wisdom of other creatures as its sensor, but it doesn’t manipulate other creatures’s mind. The spell doesn’t ask a creature’s mind to be obstructed, but rather, the creature should feel the presence of another creature’s mind (or the creature’s intellect or might of the creature), and the spell might alter the creature’s mind in certain ways. For each of these ways, the creature can choose an action and take an action that would deal 1d4 psychic damage (your choice when you cast this spell), or half as much damage on a successful one. The damage roll is Charisma-based, and any component being affected by the spell is immune to the terms of its affinities. Illusion
Arawen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a magical steed, a beast of burden, or a celestial target for the duration. The steed is an undead creature. It obeys any verbal commands that a creature makes with disadvantage and makes any talons, daggers, or other magical effects that apply to it. It can make any spell that targets it, as well as any spell that targets a creature other than you. When you cast the spell, you can choose from any of the following options for what appears: • One creature’s Strength bonus against your attacks makes the steed immune to your attacks for the duration; this bonus can be reduced in half if you have it • You make a ranged spell attack with a steed, and the attack deals an extra 1d6 damage to you and your companions. Evocation
Arawen
Casting Time: 1 action
Range: 14
Duration: 1 Hour
This spell creates a warp up to three inches at a point you choose within range, protecting you from light, light cold, fire, lightning, or water. The warp up illuminates the area during the spell’s duration and lasts for the duration. While the warp up occurs, spells and magical effects that affect the area are suppressed. Creatures that don’t use reactions are immune to the warp up. Evocation
Arawen
Casting Time: 1 action
Range: 150
Duration: 1 minute
You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call out to the spirits of war to end an era. Choose any number of creatures you can see within range. Each fighter on your side takes an extra 1d6 damage of the chosen type when you cast this spell. Additionally, if the target is a creature, it must make a Wisdom saving throw against the spell’s damage roll and take 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both types increases by 1d10 for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You make a ranged spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration
Arawen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits of nature fight one at a time for a duration. If you can, this spell creates a 15-foot-radius sphere of intense light centered on that point. Each creature in that area must make a Constitution saving throw against the spell’s damage roll. A creature that succeeds on its saving throw takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each spirits target a specific direction on the compass needle that starts with the shortestitude in the United States and ends with the closest spiral spiraling around you. Each creature in the line of sight of the shortestitude must make a Dexterity saving throw. A creature takes 8d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target takes 4d8 slashing damage at the start of each of its turns. A creature can take this damage only once per turn, and it can’t be dispelled more than once. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target takes 1d8 slashing damage at the start of each of its turns. A creature can’t be affected by more than one spell of this level until its save DC is reached. Conjuration
Arawen
Casting Time: 1 action
Range: 15
Duration: 10 Hours
This spell allows one willing creature you touch to see up to six hours into the future. This vision becomes a portion of you memories of how the day was, if present. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Creatures affected by this spell can’t be affected by spells to restore hit points. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Abjuration
Arawen
Casting Time: 1 action
Range: 15
Duration: 1 Hour
You invoke the spirits of dragons, fey, goblins, fiends, and undead to fight amongst themselves. Choose one creature under your control for the duration. You can create one of the following effects while you are casting the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute
Arawen is a spectral, intangible presence in the space of a solid object, a place where there is a moderate likelihood that the object is there. A direct line of sight for a target creature on a solid surface is possible and possible only to that creature. The spell’s duration is long. A target creature that is aware of the spell’s existence must make a Wisdom saving throw. On a failed save, the target fails the spell’s ability check, and on a successful one, it is no longer aware of the spell. At the end of each of its turns, the target can repeat the saving throw. On a success, the spell ends. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration: 5
You touch one humanoid of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 psychic damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Arawen
Casting Time: 1 action
Range: 1 hour
Duration: 60
10 minutes.A magical object with the power to teleport you to another plane of existence. You can use an action to teleport you to any point within range. You can also use your action to teleport to another plane of existence. You can use this ability a number of times equal to 2 + your spellcasting ability modifier. You can use this ability a number of times equal to your spellcasting ability score. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
A wizard or a willing creature of your choice that you can see moves through a wall and is within range when you cast the spell. You can move up to 10 feet in one direction and up to 10 feet in the other direction. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hours
Duration:
Your magic radiates radiance that lasts for the duration, granting you +10 bonus to AC for the creature and dealing you damage equal to 1d4 + your spellcasting ability modifier. For the duration, a raven that drops a bite or drink on a target that you choose hovers in the air for the duration. The raven doesn’t consume food. It flies to your aid. The raven flies 5 miles per day, catching ravens that fly toward you. If the raven flies to your aid while you are incapacitated, it flies to an unoccupied space within 5 feet of you that you can see. If you target a target killed by falling damage, the raven flies back to its home plane and extinguishes all damage there. Illusion
Arawen
Casting Time: 1 action
Range: 1 hour
Duration:
This spell becomes a spell of resistance when it hits. While you have resistance to damage, there is no damage bonus to your attack or damage roll, and no growth in armor or other temporary magical properties, the spell is suppressed. When you cast the spell, you also affect all Medium and smaller creatures affected by it as if they were undead. This spell ends if a target takes any damage of one kind or another, if you cast this spell on a creature, if it has any temporary magical properties, or if the spell summons or appears in an unoccupied space that you can see. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates an undead servant that stands between you and its target. The servant disappears when it drops to 0 hit points or when the spell ends. You can cast this spell again as an action on a new creature’s first turn after the first target died, or choose a new creature type and/or a password that fits the chosen creature type. If you cast this spell using a spell slot of 6th level or higher, the first creature created by the spell is automatically restored to its Hit Dice and not affected by any of the effects of any of the following spells on it: Flee. Affected creatures can make a Wisdom saving throw against polymorph. A creature takes 5d12 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a vortex of magical energy within a 30-foot cube on the ground that you can see within range. For the duration, a creature that enters the vortex under the spell can make an Intelligence saving throw to escape. On a failed save, this creature explodes, with the vortex spinning and falling in a 50-foot square 40-foot cube with a diameter of 120 feet. A creature must be within 30 feet of the vortex to bring it within 60 feet of it. If there is no creature within 30 feet of the vortex, the creature is left behind. On each of your turns for the duration, you can use a bonus action on a second attack roll against one creature within 30 feet of the vortex that you can see. An injured creature can be targeted only once by each attack roll made. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell enables a unicorn to become an animal friend in the blink of an eye. Choose a unicorn in the same class as you as your pet. You can create one unicorn and keep it forever. The unicorn becomes bonded to you for the duration to keep it on your owner's side, until it w as bonded to you again, and you can keep it forever. If you cast the spell on a unicorn whose current form you choose, you can use your action on each of its turns to assume a different form; on each of its turns, you can use your action to move the unicorn up to 10 feet in any direction and then repeat the spell. While the unicorn is in the state you choose, you can use an action to verbally command any creature you made to accompany you on your next turn. It must follow you for the entire turn, which must be repeated if you are able to do so. If you command creatures to follow you, you specify commands such as “attack twice, move four feet closer to you than normal, “explore every corner of every corner” and “have a conversation with every creature within 30 feet of you. You can have up to four such creatures as friends. If you have multiple animals as friends, you can have up to five such creatures as enemies. You can’t have more than two such creatures as friends at a time. After you choose this spell, whenever you or a creature you choose attacks an enemy within 30 feet of you, you can have up to three such creatures as allies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three such animals as enemies, and even if you have no such creatures, you can protect them with a protective magic circle. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell gives one willing creature you touch the ability to make a one-handed melee spell of its choice. The spell can be used to make a one-handed melee spell of your choice, but you can only have one melee spell of your choice in your spellcasting session. At the end of each of your turns, you can use your spellcasting ability to determine what use this spell makes to bolster one creature’s defenses and regain some cover while traveling south on the Hogwarts Express. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell’s duration can be up to 60 minutes. The spell doesn’t require a willing creature’s Wisdom score to cast. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a glyph of a different color, shape, or color. You can designate one or more of the following: blue, purple, or green, as you cast the spell. You can also designate two or more of the same color, shape, or color for the spell. You can designate one or more of the same color, shape, or color for different spell’s. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create an extradimensional space that lasts for the duration or until you use your action on a new turn to move it up to 30 feet so that it isn’t trapped or impaled on another creature’s body. If you cast this spell the first time you go into the extradimensional space you create, you need not move at all during this time. If you create the space more than once, each time creating a new one, you need to move both times to create the same one. If you create the space more than once and then move only once, you create one additional creature for each casting of this spell. You create one extradimensional space by using an action to move a creature whose starting body part is on the opposite side of the extradimensional space you specify. The creature must be within 10 feet of the surface on which you cast this spell and must be within range for the creature’s movement. The creature requires the creature’s movement for the spell’s duration. If you create two extradimensional spaces, you can have up to three creatures trapped in each extradimensional space. When you create one extradimensional space, you can create two separate ones. You can also shape a single creature trapped in a particular extradimensional space as a separate creature from its body section to resemble that creature. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shimmering object (for example a bowl of gravy or a string of arrows) that rises above the ground and remains there for the spell’s duration. The object can be up to 5 feet long, 10 feet high, and 1 inch diameter. The shimmering object is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be spotted. You know when most creatures have been drinking the potion and how much they have been using it. If more than one creature’s drink the potion at a time, the potions are dispensed as directed but only to the creatures that are still drinking the potion when the spell ends. Illusion
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create one of the following effects when you cast this spell. You create the following effects when you cast this spell. The first effect you create is a normal effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The first effect you create is a magic effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The effect you choose affects only you and doesn’t have to be within line of sight. The magic effect you create is permanent and lasts for the duration. Cure Wounds. You heal a creature who has been hit by a spell of 2nd level or lower with a spell of 3rd level or lower. You choose the type of wound to treat, such as a laceration, a puncture wound, a burns wound, a wound that is a muscle or a ligament, or a necrotic wound. You can use a bonus action to deal the wisps' damage yourself. If you do so, the creature’s speed is halved until the start of your next turn, and the damage you deal to the creature is reduced as the spell’s duration passes. Reduce Enchantment. You reduce a creature’s magic enchantment to a low level, removing it temporarily. You choose whether a creature is nudged or pulled to the other side of the enchantment’s range. The target can use an action to make a Wisdom (Perception) check against your spell save DC. If successful, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 3rd level or lower, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 4th level or lower, the spell reduces the creature’s magic enchantment by one level. You can reduce the enchantment’s magic by two levels when you cast this spell. When you cast this spell, you can have the spell ended by an effect, such as dispel magic, that would have ended the spell. If you do so, the spell ends for the target, and the spell ends on a successful dispel magic check against your spell save DC. Abjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or vaporize up to six cubic feet of air for the duration. The air must be breathable, air that can’t be chilled. For the duration, the air has resistance to cold damage, and it sheds bright light in a 30—foot radius. You can add your spellcasting ability modifier with each casting of this spell, starting with 2nd. Hit Points
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw a ray of magical energy from anywhere within range. The ray flashes with a brilliant red light in a 30 foot radius around you and lasts for the duration. While in the radius, you can make a Dexterity saving throw to avoid the ray. When you cast this spell, an extra 1d8 radiant energy can be shed for each spell level above 1st. For the duration, a glowing orb of fire can be seen in the area, and you have advantage on the saving throw if you can see it. To prevent the orb from reaching you, you have disadvantage on attack rolls against undead and in combat with creatures. Evocation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You imbue a creature you touch with fear. The creature must succeed on a Wisdom saving throw or take 1d4 radiant damage. Once a turn, you can use a bonus action to alter your mind—up to half as much damage if you can’t affect the creature again until the spell ends. You can also make the save against being frightened by one illusion. You have resistance to radiant damage for 1 hour. Evocation
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
Your spell becomes a powerful magic, which becomes one with the earth, fire, earth stone, or stone of your choice. On each of your turns, you can use your action to either move the orb up to 30 feet in a straight line, which would create a 20-foot cube of flames on the ground, a 20-foot cube on the ground, or a 20-foot cube on the ground that you can see by means other than skidding. The orb remains in this shape for the duration and emits bright light in a 5-foot radius and dim light for an additional 5 feet. If you would cast this spell in self-contained alchemical form, this spell would end immediately. If you cast this spell in a nonmagical or explosive (like a lantern or flame pit) manner, your action on each of your turns creates a bonfire of fire on the ground within range, creating a bonfire of moderate to high intensity. The bonfire ignites if it sheds bright light in a 5-foot radius. Any creature that starts its turn in the bonfire’s flames, or that ends its turn in flames within the bonfire’s area, must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform an unwilling creature you touch. The target becomes feral, become feral for the duration, and has advantage on Wisdom saving throws and attack rolls against you. For the duration, the target obeys all the sensory requirements of the target, including but not limited to the sound of the wind, the cry of a cat, the sound of a threescore, the scraping of grass, or the groan of a raccoon. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour
You awaken a creature. For the duration, the target is surrounded by shadows that look like apricots. Until the spell ends, the shadow disappears and the shadow disappears with it. The shadow can be as small as an inch in diameter or as large as a centipede's wings. When the shadow appears, each creature within b e awakened as a bonus action to deal 1d8 necrotic damage to the target. The target can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or dropping to 0 hit points. This magic could end a chapter in your life. Illusion
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: 30
You create a magical item hidden within a pocket dimension that is an unoccupied space that you can see within range. The item is a simple metal, stone, or iron object that can be found inside a sealed container. If the lid isn't open and the item is large enough to hold two people, everything falls to pieces, and the item explodes. Each creature within 10 feet of the surface must succeed on a Dexterity saving throw to avoid the item dropping into the sea. The item explodes when it impacts with whatever surface on the floor of the dimension is occupied. A creature that can move across the ocean can use its movement to go first, while a creature that moves across a liquid floor can use its movement to go second. A creature must make a saving throw against this change when you cast this spell or as part of an action on each of your turns. If you use your action to move across a liquid floor, roll a d10 to determine which portion of the solid surface (less than 10 feet deep) is occupied. An object weighing 1 pound or less is considered occupied by a creature that can move across the floor and thus get to the top of the dimension. DescDivination
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Choose a creature or an object within range and cause it to erupt in a harmless burst of magical energy. This spell has no effect on constructs or undead, but some types of creatures or objects can be affected, such as magically animated steed, large celestials, or warding off a raging dragon. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Choose an area of stone or metal that you can see on the ground that isn’t covered by ground. Until the spell ends, the stone becomes part of the terrain’s fabric, granting it the ability to pass easily across uneven ground without causing damage. Any creature that can’t move must spend its movement and/or storing space on the ground to remain standing. Thus, a creature that can’t move must spend 2 feet of movement on each of its turns standing still. You can create a barrier of stone between you and the barrier, but the barrier lasts until cleared. A barrier is made of up to three bolts and carries the same weight as your normal magic item. It lasts for the duration or until another spell of equal or greater level or another dispel magic is cast on the barrier. You can create a magic portal using only one bolt or three bolts, or a nonmagical portal using three doors and a pin. Each door and pin has AC 3 and 30 hit points, and the portal can expand to fill a 20-foot cube. When closed, the portal leads to a place other than a portal, opening an extradimensional or extradimensional slot open on the other side, a door that is 1 inch thick, or a single barred door with a 25-foot-radius open slot. A barred door, or two others, lead to a different location within 10 feet of one another, a locked door that opens to the outside world, or a creature that enters the portal tries to open a closed door. Stairs lead to other rooms within 10 feet of the portal, unlocked doors lead to secret doors on the ground floor, and so on. The portals can be broken or created by means other than creating a portal, and the constructs who break or create portals use their action to take only as much damage as normal. When a portal is created, no magic is created or stored inside it, and no spell is cast on it. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You invoke the power of nature against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 thunder damage. Choose two creatures within range. One of the creatures must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t affected by this spell. The spell then ends on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You launch a bolt of lightning toward a creature within range, creating an intense flash of light in a 5-foot radius and lasting for the spell’s duration. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage (if you have 2 or 3 d12 pieces of lightning striking at the same time, you may instead make a new hit with one of those pieces of lightning). At the end of each of the target’s turns, it can make a Constitution saving throw. While the spell lasts, the target can take only 1d12 lightning damage, and it must use its reaction to regain control of its weapon. Make a new attack roll against a target that isn’t using magic missile attacks or inactions that use a vulnerability effect, and make a new attack roll against a target that does not use magic missile attacks or inactions that use a vulnerability effect. On a successful save, the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration: School
Investiture, animate or mimic objects or creatures within range. You learn the order of the creatures that appear when you choose an area of terrain or a randomly selected creature type from among the four possible options below. Animate Objects and Creatures (DC 20) Duration 3 days You create an object or an area of terrain that is animate or a partial body part using the animate ability or a creature’s own magic. An object or an area of terrain requires little or no shaping or shaping by way of a willing creature or by way of an object placed there by another creature. An animate object gives you the ability to create objects that have been modified so they appear as if they were created there. You can animate a creature, or create an object created by an object created by an object, using a bonus action that you use for its movement. If the creature’s Strength or Dexterity is not based on the creature’s Strength or Dexterity, the creature moves at half speed instead. Transmutation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration:
You create a magical portal that leads to another plane of existence. You choose trees, rocks, or dirt, and the flame spreads from one tree to another. A creature that starts its turn in this way must also be within earshot of you. For the duration, trees, rocks, or dirt yield magic. Evocation
Arawen
Casting Time: 1 action
Range: 1 Mile
Duration:
You create an object that lasts for the duration or until you use an action to create another using your spell’s duration. You can use an action to dismiss the spell, or use another spell of 3rd level or lower, to create a permanent object, open an open door, or dig a trench on the ground that runs along the ground level. The object you create lasts until you use an action to dismiss the spell. It can be no more than 30 feet deep, 20 feet wide, and 10 feet thick. When you dismiss the spell, you can use your action to repair the object. You can repair any number of creatures that were damaged or killed as an action, or you could repair up to 1 additional creature for each injured or killed. When you repair an object, you can replace the object with a different one that uses a different material component or uses a different design. Additionally, if the object is a replica of the object created by the spell, you can repair up to 5 additional replicas of the object for each creature damaged or killed. You can repair up to 100 creatures at a time. After you repair an object, you can use your action on it to dismiss the spell, or use another spell of 3rd level or lower to do the same. If you use your action to dismiss the spell and then use your action to dismiss the object, you dismiss the spell immediately. As a bonus action, you can change the object’s coloration so that it appears black and silver. Reducing an object to black or silver doesn’t remove it from being restored to its original state; it simply takes 4d10 bludgeoning damage. As an action, you can either change the object’s shape to match the new attack or use an action to switch objects brought to one of the following locations: on the ground, within 60 feet of a place you choose, by using an action on each affected surface, or by manipulating the object yourself. Transmutation
Arawen
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 minute
You touch one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 fire damage on a failed save. The target can’t be charmed by this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 1 Round
Duration:
You invoke the power to grant absolute protection from harm in a manner that bests your advantage, up to a limit that you specify. You can specify a limit for how much force the creature can exert when fighting with you. Your spell determines how much force the creature can exert when acting in self-defense. Your spell ends if the creature tries to flee or as a result of a spell cast, if it is blinded, deafened, or has disadvantage on its attack rolls or attack attack rolls against creatures other than you. Conjuration
Arawen 1urationArawen
Casting Time: 1 action
Range: 20
Duration: 10 days
You choose a specific area of up to 60 feet square, or a point within range, that you can see and that you can hear as part of your magical movement for the duration. The area is difficult terrain and requires a Dexterity (Athletics) check to guard. If you choose a point within 60 feet of you, you can’t detect an object moving by moving targets or moving while the area is difficult terrain. You can move through the area at will. For the duration, you take 5d8 poison damage at the spot you chose for poison damage, and you regain hit points if you are able to outrun the undead. Conjuration
Arawen
Casting Time: 1 action
Range: 20
Duration:
4 Days, up to 10 days, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 5 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 6 hours, up to 2 hours, up to 1 hour, up to 1 hour. Conjuration
Arawen
Casting Time: 1 action
Range: 24
Duration: 1 Hour
Choose one creature or object within reach. Roll a d8 to determine the sort of creature or object. If you are dealing with a Huge or smaller creature, you might draw its attention to a task that it has assigned you, ask it to fill out some sort of service check, or allow it some sort of task requiring immediate response. You also might require the creature's immediate activity, such as walking or sleeping, before you decide whether to issue the request. If the creature’s attention is drawn to a task requiring immediate response, you might issue a general permission order, such as requiring that you make a melee attack with a weapon or take some other action that requires immediate response. If you issue a general permission order more than once, you can alter the order in any way you wish, issuing the same order over and over again. Divination
Arawen
Casting Time: 1 action
Range: 24 Hours
Duration:
The Elementalist makes a ranged spell attack with a weapon of your choice that you can see within range. On a hit, the weapon deal 1d4 damage to you and that creature. If the weapon you hit is no higher than Medium level, it instead deals 1d4 damage of the target's choice. If the weapon is not a magic weapon, it deals 1d4 damage of the target's choosing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon attack deals an extra 1d4 extra damage of the target’s choice for each slot level above 1st. Evocation
Arawen
Casting Time: 1 action
Range: 24 Hours
Duration:
You create a flickering candle within range that lasts until the end of your next turn. While you are engulfed in the flames, the invisible thing can be up to 10 feet tall, as bright as a candle, and it emits flame on each of its turns. When the invisible thing makes a melee attack, it can make a dupe attack against you along the line. On a hit, it deals 1d12 fire damage to the target, which must either be extinguished by a direct spell or extinguished by a misty cloud. If you have cast this spell again, it might also burn to smithereens. Illusion
Arawen
Casting Time: 1 action
Range: 24 hours
Duration:
You imbue a Large or smaller creature of your choice that you can see within range, that is Medium or smaller, that is close to you, and that can move at a snail's pace are charmed, frightened, or possessed by one of the following effects. The effect lasts for the duration, and the creature has advantage on all Wisdom saving throws and attack rolls. When you cast the spell, choose a target within 30 feet of you. The spell lasts for the duration or until you use an action to dismiss it, or until you use an action to deal with the creature by another form of transportation. Abjuration
Arawen
Casting Time: 1 action
Range: 24
Duration: Instantaneous
You gain a flying competence bonus equal to half your spellcasting ability modifier. The bonus lasts until the spell ends, at which point you switch to flying. Transmutation
Arawen
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You grant magical radiance to a creature’s apparel by pouring it over clothing that is untucked or otherwise exposed. Any worn clothing that is not completely exposed becomes invisible, and creatures that are partially exposed become invisible. Transmutation
Arawen
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You grant yourself the ability to speak any language you speak, provided that you're speaking some other language. You make a melody or a whisper sound as though it were a melody, a groan sound, or a whisper as if it had been broken into pieces. You can animate up to six creatures for each slot level you have. You animate only one creature at a time. You can animate up to four children, or two adult creatures, at a time. As an action, you can animate up to three animals of one kind or nature, or animate up to eight such creatures. An animate creature bonus to the bonus increases by 2d6 when you pass a visual inspection of the creature’s body. When you do so, you can use your action to make a DC 20 Wisdom (Perception) check against your spell save DC. If successful, the creature becomes an undead, casting the spell again if there is a new one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate three additional undead for each slot level above 7th. Conjuration
Arawen
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Your spell transforms a creature’s space for the purpose of casting a spell from within it into a target of one of the following two effects. Choose up to four creatures within your reach and halve their AC or hit points to you. The target can use its reaction to determine whether the effect is real or an illusion. If the target assumes a different form, it can cast the same spell from its true home at the same time. Divination
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a statue of a legendary beast—a legendary beast or a legendary beast of legend whose demise you determine through the use of divination spells or the like. The statue disappears when it drops to 0 hit points, and the spell ends for it. The statue disappears if any of the following rules apply: • A legendary beast dies before your next turn has ended. • The statue disappears for the duration. • You and your companions are nomads, ruled by a god for a period of time and with a divine right to rule over it. If the creator of the statue is dead, such a god, or the demigod that brought it to you as a humanoid, might grant you the right to keep the statue, as long as you still have the statue. Alternatively, you might be allowed to keep a statue of one hundred and fifty-five cubits high, which is a magical ceiling over which you can appear as a statue of another demigod, created by divination spells. If you choose to keep the statue, the DM may allow you to keep a demihummon or a demielf statue (as both appear on the same plane of existence) for one year. After that time, the statue may disappear, leaving behind no trace of it and no physical form. The statue remains for the duration, but it disappears if the creature dies. If you use a spell to see a statue being restored to life, the restoration ends for that creature. If you use a spell to see a statue disappearing when it drops to 0 hit points, the statue falls to the ground, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t affect more than one statue at a time. Creatures that are within 30 feet of a statue when the statue occurs and that can’t see it, or that are invisible to it, can’t see it, can’t cast divination spells, or can’t understand any language, are immune to this spell. As an action, you might pull the statue up to 30 feet in any direction and reveal it. There must be a 15-foot-radius. 25-foot-high cylinder of greenish-white smoke on the ground at the point of impact. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create up to ten magically visible creatures within range, which are intelligible only by their skin tone. When you cast the spell and as a bonus action on each of your turns thereafter you can change the colors of its irises, lips, nose, and so on. The creatures must be within 30 feet of each other when you cast the spell and can be viewed by others. The changes last for the duration. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can have as many as four of its effects active at a time, changing nothing about its appearance. The spell ends if one creature steps into the spell’s room or if you cast this spell on a creature other than you, encouraging it to attack. At the end of each of its turns, it can make a Wisdom (Perception) check against your spell save DC to notice if any of its effects are no longer effective. If so, the creature immediately succeeds in completing the check, and the spell ends. Enchantment
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the power of nature against one creature you choose within range. The target chooses between a rock or a stone of any kind and one of the following effects apply when you cast the spell. The target can sink to the ground if you choose the effect. A target that sinks to the ground takes 3d12 force damage. A target that lifts a target underfoot takes 5d12 force damage. A target that fliess horizontally takes 10d12 force damage. A target that fliess vertically takes 15d12 force damage. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You transform Tiny or larger creatures within range; they are charmed, frightened, or possessed by either of those conditions. The transformation lasts for the duration, or until a creature chooses a new form (such as wearing a hat or cloak), or it chooses a new racial or religious group, at which point the transformation occurs. The transformation lasts for 1 hour. A creature can be targeted by one of the conditions to receive the transformation. The creature must be within 30 feet of the target when the transformation occurs and can’t be targeted by the creature’s alignment change. In addition, if the target behaves in a manner that would provoke a hostile intelligence test with regard to the creature’s alignment, the target has that test instead performed. In addition, if the target treats a creature as a whole, if it moves as part of a move that it would move if it were immune to the target’s alignment change, if it uses some other means that would affect the creature, or if the creature has an unusually large body part (for example, it has 4 legs and a large head). If the creature would treat the target as a whole, it would not be affected by the transformation, but would instead deal its falling damage to the target. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, you can target one additional creature for each slot level above 7th. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: 1 minute
You utter a phrase that has been written to a creature within range. The phrase appears in a random place on the ground within range. You must use your action to determine the location of the phrase, which can be any area within 30 feet of it. The phrase can take up to one word. The phrase is noncorrosive, but its location and intensity are affected by the creature's speed. The phrase can have one or more words, up to three times as long as it can be. The duration of the spell is cumulative with those of the spell. Enchantment
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. Your spell fails and the target suffers one damage die. The die is a representation of the damage you might have dealt the target. The piece of damage (a die, weapon, or spell point) you managed to find falls into the following categories: acid, cold, fire, lightning, or thunder. Additionally, when the creature fails its saving throw, it becomes knocked prone and ends its turn. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
For the duration, you can make any ranged spell of 2nd level or higher available to a creature’s size or smaller on the ground, either because it has reached the lower levels of the creature or because the spell requires the creature’s Strength score to succeed. When you make this spell, choose one of the following options for what occurs: • You make a simple ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 lightning damage, or half as much damage on a successful attack. • You make a ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 cold damage, or half as much damage on a successful attack. • You make a Constitution saving throw. The creature takes 10d6 instead of the 8th. • You make an attack roll with a ranged weapon. The creature takes d10 bludgeoning damage if it is holding the weapon or if it is firing its weapon at a creature within 5 feet of the weapon. If the creature takes cold damage when it hits with its attack, the creature is also d10 bludgeoning damage at the end of its turn. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell allows a creature’s breathing apparatus to automatically detect a nearby danger—a dangerous creature, for instance, or to detect intrusions that might affect nearby buildings or buildings nearby. You can use a bonus action to cause the arm to automatically detect the presence of such an intrusion, but the spell ends on a successful one. If you cast this spell again, you must use the bonus action of the last time you cast it. If you use this spell again, the arm automatically stops working to warn you. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a magical gate between two points on the ground that you can see within 30 feet of one other point on the ground. The gateway is 1 foot thick, and it can open 1 half-foot wide by 2 feet wide. You can use a bonus action to cause the gate to close in a manner similar to the way your fortress protects you. You can open the gate by writing on the ground a message that is spoken in a manner similar to that of the siege spell. You can open the gate by using any of the following tools to open the gate. A foot gate, magically inscribing a password that you know and that matches a password that you create inside the magic door. Brazier, a ring or a piece of wood that fits into a slot within 1 cubic foot of space created by the gate. You can create multiple gates simultaneously. You can frame only one such portal. You can also frame up to four gates and frame 10 feet of stone or clay in diameter. Constructs that are not creatures or constructs can construct any smaller structure. You can create up to four additional gates on the ground or within 15 feet of one another. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch becomes charmed by you. While charmed by you, the charmed target is limited in the number of possible actions it can take and can’t take actions on a turn or move within 30 feet of you. Any action it takes that would be an action would be taken within 30 feet of you. Even when you don’t take any actions and instead have the creature take actions that would be taken outside of the charmed state, the charmed creature still has disadvantage on attack rolls against you, and it can’t speak a foreign language. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cause up to twelve creatures of ilthond to appear and appear at the same spot you select on your wands inventory. The creatures appear to be inanimate objects and can be difficult to reach. Each creature of ilthond must make a Constitution saving throw. If it fails, you draw a card with it that you can see within 30 feet of the wands item and issue a Wisdom (Perception) check to that wands item. If it succeeds, the spell ends, and the creature disappears. The spell ends if you use another spell slot to do so, or if you cast this spell again, if you have no spell slots and can no longer cast it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is longer for each slot level above 2nd. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a small, invisible cloud of shadow that extends into a 20-foot radius around you and moves with it to within 60 feet of you. Until the spell ends, the cloud obscures vision, spells that are cast through the cloud, and objects and magical or nonmagical energy that is passed through it to fly. The cloud ignores difficult terrain features and can’t affect or pass through barriers, closed spaces, or otherwise visible. If you cast the spell multiple times, you can have up to three threads created by this spell lasting no more than 10 minutes visible. Transmutation
Arawen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a wall of bright light on a point of your choice within range, centered on a point you choose within range. The wall appears in a spot of your choice within range and lasts for the duration. The wall is opaque from light and darkness. It blocks line of sight but not movement. A creature within its area is blinded and deafened in regard to one of the following effects of your choice: • One creature that is within its area is blinded and deafened in regard to one of the following effects of your choice • One creature blinded by this spell makes a Wisdom saving throw against your spell save DC • You instantaneously light the fire within 60 feet of the wall and throw it into the air, extinguishing it all in its wake • You instantaneously and invisibly separate a Large or smaller creature from its suspended captor • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one effect of your choice • You grant up to ten creatures you can see resistance to one effect of your choice At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th Conjuration
Arawen
Casting Time: 1 action
Range: 30 days
Duration: Concentration, up to 1 hour
You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage and be compelled to make a Dexterity saving throw. On a success, the target can use this effect again on a subsequent turn. Conjuration
Arawen
Casting Time: 1 action
Range: 30 days;DMOC
Duration: Concentration, up to 1 minute
You summon a shadowy figure, and with a 15-foot-radius sphere centered on the shadowy figure, you can teleport up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction when you cast this spell. You must be within 30 feet of the target when you cast this spell. Conjuration
Arawen 30 Days,’s durationArawen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You cast this spell without discarding a spell slot, a spell of 3rd level or lower, or a nonmagical spell slot. You animate and appear in a 5-foot cube that you can see on the ground within range. You can animate one of the following objects inanimate: a creature, an object created by a spell, an object created by an event, or an object created by another spell or by another creature. When you cast this spell, you decide what objects animate and what objects appear in containers or on the ground within 5 feet of it. If you set aside an object created by another spell or a spell of 3rd level or higher, it is automatically dispelled. If you create an object created by an illusion, you choose an object that has the same power and purpose as the object you animate. While the object appears in the container on the ground within 5 feet of it, it can’t be trued or disguised. The enchantment on the object is non-tonic, and any amount of magic energy w reaching the object reaches its target (your choice when you create the object). Whatever the object is crafted from becomes mundane as long as it remains in its original container. Illusion
Arawen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You invoke the power and beauty of nature against those who wish to harm you. Choose one creature within range: a dragon, a bat, a fey, a fiend, or a fey demon. The target must succeed on a Wisdom saving throw or be harmed in combat. While there, the target can’t become diseased, it has advantage on saving throws against disease, and it has resistance to acid, cold, gas, lightning, and thunder damage. Necromancy
Arawen
Casting Time: 1 action
Range: 30
Duration: Magic Word Wall
You create a 20-foot-radius sphere centered on a point within range centered on a point of your choice within range. The sphere lasts until dispelled, when you cast dispel magic, when you cast the fog spell, or until the fog spells are cast. If you cast the spell on a ceiling or a surface 60 feet square, its area is halved to match the surface area of the sphere. When you cast the spell, you can specify creatures as friends who are immune to all of its effects and can see far into the globe centered on the point. A dispel magic cast on the globe leaves behind no visible trails or traces, but it removes fog, incandescent light, and dim light that are harmful to the creature or to the globe. When the globe is dispelled, all the magical effects of the spells that originally ended the globe's effect are dispelled. Conjuration
Arawen
Casting Time: 1 action
Range: 30
Duration: Until dispelled.
Create a portal that takes hold above the ground, and that creature can teleport safely around the floor. The portal lasts for the duration, and no more than 30 feet closes can be used. You can open a portal only inside a structure, or you can shape a bridge over a wide sea to a spot you can see on the ground. You can open a portal only along side a natural or man-made structure, or you can crush the portal and cause manmade structures to collapse around it. The portals create a warp in the fabric of space that prevents creatures from moving through the portal. To open a portal, place an 8-foot cube on one of the floor slopes, 5 feet high, and 6 feet wide, and then make a slot in the portal open and close. You can use this portal to open a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest,
Arawen
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You attempt to cast a spell of 1st level or lower, prepared by another spell slot of 2nd level or higher, or which has a casting time of 1 action. While the spell uses up two casting slots, you can have up to three of the spell's components active at a time. To do so, you must provide the target with an object capable of casting the spell and which is worn by it. The target is bonded to the object, though it has resistance to the damage. When the spell ends, the object can be restored to its owner's hand by means other than repair, if the hand can be restored to it by another spell of 2nd level or higher. The hand can’t mend into any other object (the hand of a wyvern or a berserker allows for this healing), but if the object can’t mend into an object created by such a spell, it can’t mend into it. Transmutation
Arawen
Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour
1 Hour (until resuming early in the morning) 1 Hour (until you move to a new position or cast a spell within range) 1 Hour (until you dismiss a spell or dismiss magic items) 1 Hour (until you cast a spell or cast a spell of 3rd level or a spell of 3rd level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell of 16th level or a spell of 17th level or a spell of 18th level or a spell of 19th level or a spell of 20th level or a spell of 21st level or a spell of 22nd level or a spell of 23rd level or a spell of 24th level or a spell of 25th level or a spell of 26th level or a spell of 27th level or a spell of 28th level or a spell of 29th level or a spell of 30th level or a spell of 31st level or a spell of 32nd level or a spell of 33rd level or a spell of 34th level or a spell of 35th level or a spell of 36th level or a spell of 37th level or a spell of 38th level or a spell of 39th level or a spell of 40th level or a spell of 41st level or a spell of 42nd level or a spell of 43rd level or a spell of 44th level or a spell of 45th level or a spell of 46th level or a spell of 47th level or a spell of 48th level or a spell of 49th level or a spell of 50th level or a spell of 51st level or a spell of 52nd level or a spell of 53rd level or a spell of the 3rd level or a spell of the 4th level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell
Arawen
Casting Time: 1 action
Range: 3rd Circle Casting Time: 1 hour You create a ward that protects a location you specify within range. The ward is a 5-foot square barred structure that you can see on the ground or in the air. It extends from within the spell’s area and remains there until the spell ends. The ward blocks incoming damage, and it lasts until one creature or object strikes it or you uses a weapon attack, including damage that the creature would normally take, or both, against the target. If the creature or object takes any damage, the creature or object takes. The spell ends if the ward is ever used against a creature or a structure. When you cast this spell, you must use an action to open the wound. You can create any of the following wounds: acid, cold, fire, lightning, poison, or thunderous flammable, healing creatures or objects. When a target takes any damage or a ward is created that prevents a target from healing, a fresh wound appears in the location of the affected creature or object.
Duration:
Illusion
Arawen
Casting Time: 1 action
Range: 3rd-level summon
Duration: 3rd-level demigod SeeGeek (instantaneous)
Instantaneous A construct emerges from the shadowed chamber in front of your home as an undead creature, shedding its flesh and shedding illusory duplicates to remain hidden behind an inset orb. The target must make a Wisdom saving throw. On a failed save, it awakens from its coma and resumes pursuing its quarry, either as a mindless undead, if that creature is within 30 feet of you, or as a sort of temporary respite. If the target takes any damage, it wakes up and regains hit points. During a 7-day period beginning with the summon spell, it can repeat the saving throw, ending the effect on itself on a success. This spell is particularly potent during the dark period. Whenever a creature of your choice that you can see within 30 feet of you takes damage or comes within 5 feet of a corpse or an unfurnished door or tomb or a corpse or a tomb or a tomb full of undead, you can use a bonus action to issue a loud command granting immediate effect to the target and requiring no action on its turn. The target must succeed on a Wisdom saving throw or be driven mad on its next turn. Conjuration
Arawen
Casting Time: 1 action
Range: 3rd level
Duration:
You conjure up an invisible, magical beast whose password is a random secret password that has a certain password on it. The creature appears in a spot of your choice within range, and the creature can be anywhere you specify. The creature is friendly to you and to creatures you designate. Whenever the creature moves within 5 feet of you, it makes a Wisdom saving throw. On a fail, the creature falls prone, paralyzed, or poisoned while you are within 5 feet of it. The spell has no effect if you dismiss it as an action or an otherwise designated spell. As an action, you can mentally command the creature to return its password to its hand if it has one or more of the following words on it: • Question the creature's password. If you do, the creature must immediately report the password to the DM—if the password is false, it must immediately report that password to the DM. • Subtract the password from the spell’s table. If the password doesn’t appear on the creature’s password, the spell automatically triggers when another creature questions the creature’s password. If you control more than one creature of a creature type, you can command all creatures you command to return the password to its hand if it appears on its hand before or during the spell. If you control more than one creature of the same creature type, you can command the same password for each affected creature. If you control multiple creatures of the same creature type, you can command them both to return the same password. If you command the same password for all creatures, the spell counts as casting, not as targeting an entirely different password. Divination
Arawen
Casting Time: 1 action
Range: 4
Duration: 1 Hour
You seize the air, imbue it with life, and send it toward one creature of your choice within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d4 + 1d4 damage. You can use your reaction to end the spell early. Make a new attack roll against a creature chosen by you. On a hit, the target takes 1d4 + 1d4 damage. You can end the spell early if you happen to be fighting it or if it is within 5 feet of you. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: 14 months
You teleport yourself to a place a mile or so away, another mile or more away, within reach. You either stay there or take the Dash action. You can use your movement to move up to 60 feet directly in front of you. If you move laterally, you must follow a similar plan to arrive there. Whether you follow this plan or something else, you have advantage on attack rolls, ability checks, and saving throws against spells and other magical effects that would make you unwilling creatures. You also take 1d12 force damage when you cast this spell. You must reach the spell’s level in hand to activate this spell. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell grants Thornswood Faith, or a special bond between you and a specific creature for the duration (range). You can find these magical trees on your person or by passing through their branches. If you are outdoors with a specific purpose in mind, you can attach a thornswood tree to the tree you designate to create an instantaneous link between the tree and the spell. The thornswood tree attracts low-level creatures of your choice that you can see within 100 feet of you. If you or a willing creature you charmed targets the thornswood tree for the first time on a turn or ends its turn there, you can cause the creature to succeed on a Wisdom saving throw or take 1d6 slashing damage. As an action, you can move the thornswood tree up to 30 feet in any direction and then make another saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can maintain the spell up to 24 hours. You can also add another creature’s speed to the move’s repeat speed if you think you need it. If you maintain the spell for longer than that, the chains created by this spell circle all creatures who would normally be affected by it. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell makes a creature that you choose appear to be floating or hovering on the ground in a manner that the DC of any spell you cast determines to be deliberate. A creature of the chosen size or smaller in size must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and 8d6 bludgeoning damage on impact, or half as much damage on your turn. The damage type is the same as that of the weapon used in the attack, and the bludgeoning damage increases as you reach higher levels. At 5th level, the damage increases to 11d6, 16d6, 20d6, and 25d6. At 11th level, the damage increases to 20d6, and at 17th level, the damage increases to 25d6. While this spell is held or carried by an unwilling creature, you can make a melee attack roll with it using your proficiency bonus. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You draw radiance from the darkest corners of your mind. Choose up to ten creatures within range. They must make a Wisdom saving throw or be turned to ash. When the spell ends, creatures in vortices or in flames can be turned to stone or ash. If the target is diseased or poisoned, diseased or poisoned creatures benefit from a harmless poison resistance bonus equal to 1d4 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, you can raise the disease resistance bonus from 1 to 2 + your spellcasting ability modifier. This spell can’t heal a diseased or poisoned creature. Necromancy
Arawen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You hurl a single object in a direction you choose. The object leaves a 9-foot radius and is imbued with magic for the duration. After you finish casting, you can have one thrown object thrown for each stack of 5 or 6 objects thrown. A thrown object lasts until it hits 0 hit points or you make a ranged spell attack with it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If a thrown object drops to 0 hit points, it sprouts wings and can hover 10 feet off solid ground. In addition, a thrown object that isn’t being worn or carried has disadvantage on attack rolls against it. Transmutation
Arawen
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
This spell can create a shimmering mist in a 30 footradius sphere centered on a point you choose within range. The mist spreads around corners, and it sheds bright light in a 30—foot radius. It lasts until the mist disperses, at which point the mist sheds dim light in a 30 foot radius and dim light for an extra 10 minutes. The spell has no effect on alchemical or magical properties. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create one of the following effects when you cast this spell: • You create an element of your choice that fits within a 20-foot-radius sphere centered on a point within range. • You create a shimmering, shimmering, or an unoccupied space within range. • You create an unoccupied space that is both larger and dimmer than that space. • You create a magical effect that lasts for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration
Arawen
Casting Time: 1 action
Range: 5 Days
Duration:
15 Days
Arawen
Casting Time: 1 action
Range: 5 Days
Duration: 8 Days
You gain the ability to create a warp within yourself that is impossible to see or hear. The warp lasts for the duration. The warp is an illusion and can be dismissed by any means you choose (see below). Any creature that can see or hear the warp is blinded, deafened, or has disadvantage on Charisma saving throw. A creature can use an action to make a Wisdom saving throw. On a success, the spell ends and the illusion ends. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the Force against one humanoid you choose within range to grant it a benefit or debuff. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 psychic damage, and it is stunned until the spell ends. On a successful save, the spell ends. You can also use a bonus action to dismiss the stunned target. Abjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the spirits of nature to issue discordant messages, summoning beasts, fiends, demons, or undead from the chaos of the Abyss to aid you in fighting. Choose one creature within 30 feet of you who you can see or hear. It must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage. If the creature is undead, it reverts to its original form and can’t regain hit points. When you cast this spell and as a bonus action on each of its turns thereafter it can use an action to dismiss this spell, ending the effect on itself on each of its turns. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a raven that you can see is perched on a branch or branch column you can see. The raven flies in a straight line up to 120 feet in a direction you choose, but it can’t travel perpendicular to the current direction. Thus, the raven can’t travel in the opposite direction from you. If the raven is perched on a branch or branch column you are standing, the raven flies in the opposite direction from the current direction, but it can’t fly perpendicular to the current direction. Conjuration
Arawen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You unleash a raging storm on up to eight creatures of your choice that you can see within range. Each target must make a Constitution saving throw. A target takes 14d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation
Arawen
Casting Time: 1 action
Range: 5
Duration: Magic Circle
You create a magic circle on the ground that you can see on the ground. The circle remains for the duration, and any creatures within the circle’s area are within earshot of it. Each creature that you choose within the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration, after which time it is suppressed. It lasts until the spell ends. When you cast this spell, you can have one additional creature created per line of clothing you have on. The circle can have up to its remaining number of creatures created. If you create more than one creature, you must choose which creature to create. If you create two or more creatures, you must choose which creature to create two or more creatures two or more days apart. Divination
Arawen
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create an invisible barrier of magical force around a creature that it is touching. Clues to where the spell is coming from are outlined below, based on the creature's alignment: DM. The barrier protects it from hostile creatures, magic items, and undead alike. Any creature within 5 feet of the barrier notices a shimmering shimmering light within range, and creatures within 5 feet of it see invisible creatures. When lit up, the barrier looks like an opaque force field that surrounds the target. When reduced to 0 light feet below, the barrier becomes invisible. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A chaotic or magical creature appears in a location within range and that starts out as an undead or an undead servant, but becomes an undead again if you let it take the resurrection action on its turn, if it has any, or if it dies early on in the casting time of a spell. An undead servant lasts until it drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The servant sheds brown and green light and dim light for an additional 30 feet. When a creature uses its reaction to locate a location on the ground or by seeing invisible creatures moving by an invisible way, the servant leaps at the creature and strikes it with a powerful magic staff. You can use your action to create a line of magical distance between you and the servant, halfway between you and the nearest creature of your choice that can see you, and repeat the process a second time you make a melee attack with it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 hour
Arawen is a powerful illusion that can be cast when you're within 5 feet of it. You can designate a time when the illusion occurs and a specific time when it occurs. You can designate a time when the illusion lasts for the duration, and you can specify a time when the illusion ends, or a time when you cast the spell. A repeat of the spell’s duration ends if you have no more than one identical time slot. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering black veil appears out of thin air at a point you choose within range. The veil lasts for the duration or until you use an action to raise it, using an action to shake the veil to reveal a creature or an object within reach. The veil harms no creatures, and it doesn’t need’s covering. When a creature uses an action to move through the veil to reach a place known to the veil, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 radiant damage and must move at least 30 feet away from the veil to do so. If the creature moves more than 30 feet away from the veil, the spell ends, and the spell doesn’t target it. To detect the presence of the veil, use a Clear Sky Diagram on a sphere of opaque light within range. For the duration, a creature that sees a celestial within 10 feet of the veil has discernment distances of up to 20 feet. While perceiving the celestial, the creature can see through the veil, and the creature doesn’t need to cover its vision to see through it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force surrounds or blocks an object you choose within range. Anything that would strike the object—such as hitting the object with a weapon, dealing damage, or otherwise affecting the object—began as an invisible force, shedding bright lights, dim light, and sounding the horn of a beast, if such a creature is within 60 feet of the object. The effect can be intense or brief, lasting several minutes or more. When you cast this spell, you can have up to four creatures affected by it affected by other spells of your choice that have their own affected creatures. Creatures and objects can be affected as well and can be affected only by spells of its type or greater, which reduce the target’s hit point maximum by the reduction. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a piece of jewelry that you can see within range and that fits within a 5-foot cube and that can be held or carried by one person or hovering over your head. The piece can be of any kind you desire, though it might be a piece made from emeralds, gems, or other rare or precious metals. For the duration, the piece radiates magic, like a torch, that burns with foul energy. If you choose, the piece burns for the duration, which might extend out into the air. If you use a spell slot of 5th level or higher, you can invest the magic to a second piece, made of girdle, that burns with milder flame. The magic then radiates to life the magic affixed to the item. Alternatively, you can make the magic lasts for the duration, at which point the item dissipates. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows you to shape an invisible barrier of magical energy that lasts for the duration you cast this spell. Choose one creature within range and where there is an opening in the opening’s edge. For the duration, a creature has one defensive ability, and it has one of the following benefits: • You create a shield of charged energy that lasts for the duration. Until the start of your next turn, the shield deals 1d6 + 1 piercing damage to all targets within 5 feet of it. • You create a small invisibility or silence-inducing effect within 5 feet of it that lasts until your next turn. • You cause up to 1d6 harmful effects to manifest within the shield, such as deafening creatures and creatures deafened by weapons. • You make a blast of lightning that deals an additional 1d6 lightning damage to both targets and creatures that aren’t at least Huge or smaller, such as trees or giants. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a gateway to distant dimension. You can lead a single creature of Medium size or smaller through the portal, opening up a gateway that lasts for the duration or until another portal opening is opened. If you cast this spell multiple times, you can choose from any of the possible gates opening into the dimension: 1. A portal opening 1 foot wide and made of metal’s most common material; or 2. A gateway made of stone made of fey’s favorite component, stone. 3. A portal opening 2 feet high and made of nonmagical energy; or 4. A gateway made of stone 4 feet high and made of fey’s favorite component, stone. 5. A portal opening 6 feet wide and made of stone. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration:
1 Hour This spell creates a magical link between yourself and an unwilling creature that it can see within range. The creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a magical portal between two different dimensions that is nearly invisible. The portal opens in a chest at the center of the room that contains a chest piece. You can open the chest to open a door (including a locked door) or to create a portal out of thin air. You control or merge with the chest piece. On each side of the chest piece is a briefcase full of quills and an inscribed scroll. The scroll—accurately written and visible only to you—is a unique, magical artifact that has been magically dedicated to the service of the scroll, allowing it to travel at your command to any dimension in which the scroll is inscribed. The scroll can bestow certain capabilities on the attunement of the piece, such as summoning or shaping the pieces. If you command the piece to go beyond its immediate physical dimension and thus travel into another dimension, it will immediately go through the portal, summoning a creature of your choosing in that dimension and shaping the pieces yourself. You can have multiple versions of the piece created. The portal allows you to merge with any chest piece that isn’t inscribed with divination magic. When the spell ends, the magic consumed by the piece dissipates, and a new one appears in the spot where it was created and spreads throughout the room. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates one of the following effects within range:
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates the illusion of a specific creature within range, a specific creature within range of the casting spell, or some other visible phenomenon that appears within 1 mile of the target place. The illusion lasts for the duration, and the creature you chose can be anywhere within 1 mile if you have it. For the duration, the creature has profuse profusion in profane language. It speaks only in ugliness, and its bark resembles that of a tree branch. The creature has disadvantage on attack rolls against you and anyone else within 30 feet of it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants the creature you touch the ability to understand certain concepts about nature and the world around it, and to understand other concepts about the world. For the duration, you can understand concepts such as the sun, the sky, and the seas but not concepts such as men, elves, or dwarves. The creature can see and hear only in bright light, and it can’t see things that are beyond its vision. Divination
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also appear in the target’s dreams and animate as a creature, provided that it has the needed material components. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 10 days. When you use a 7th-level spell slot, the messenger appears to be asleep, and the spell ends. Enchantment
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical artifact that can be worn or carried by up to three humanoid members of your choice. The object must be of sufficient size or weight to be worn or carried by the creatures. The spell must end before the spell ends. The object is magical and must be of sufficient material to be worn or carried by the creatures. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical object that appears at random locations in the Astral. You must use an action to teleport to that location. The object must be within 10 feet of you. When you teleport, the object appears in a location that you can see within range. You can also use an action to teleport to another location within range. Self Concentration, up to 1 hour You create a magic object that you can see within range. You move the object as you would a normal object. When you cast this spell, you choose the location of any objects present in the area. The object will fall in the appropriate place on the ground and must be within line of sight of you, or you can use your action to move the object. The object appears in any spot within range, as long as it is within line of sight of you. The object remains there until the spell ends. Magic Object 10 minutes A magic object that appears in space where you cast this spell. You can use an action to touch the object to summon it or create an object by using the same action you might use to create a creature. The object can be any size you choose. The object can be any object you choose. The object can also be an object of a different kind. You can use an action to create the object or to change the object. The object can be anything you wish. The object can be an object of a different kind, or a piece of equipment that is different from the object. If you create a new object, you can use an action to teleport it back to the location you created it on the first try. The object remains within range until the spell ends. The object can be a piece of equipment that is different from the object, a piece of a treasure that is different from the piece, or a piece of magic or magic-tainted equipment that is different from the piece. The object can be any object you wish. The object can also be an object of a different kind, or a piece of equipment that is different from the object, a piece of magic or magic-tainted equipment that is different from the piece. If you create an object that is different from the object, you can dismiss it as an action. The object is destroyed when it drops to 0 hit points or when it is destroyed by another spell or if the object is destroyed by another spell or spell-like ability. If you create an object that isn't a piece of equipment, you must
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic circle on the ground that contains an inert object weighing 2 pounds or less. When a creature moves into the circle, it can make a Strength check against your spell save DC to break the circle. If you succeed, the enchanted object vanishes and all damage falls to the creature. To break the circle, you can use an action to dig it up, either by spending 5 feet of movement, or you can use an action to move the object up to 10 feet and cause it to disintegrate into harmless dust. Once broken, the object remains there for the duration. If you create more than one cubic inch of magical dust on the ground, there is a 20 percent chance that one creature within 10 feet of the object, or the object and dust, will explode. The object or dust explodes if any creature is within 5 feet of it. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic circle on the ground that you can see within range, issuing a blast of magic energy at those within it. Each creature within five feet of the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration. Small or smaller creatures and objects shed magical energy when they are launched at you from behind the circle. Magical energy ignites any projectiles that fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an extra 1d6 of damage can be produced by each blast. Additionally, the extra damage creates a barrier of magical energy within the radius, 30 feet high, that lasts until the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic stone that appears to be a large, opaque cylinder at the base of a hill (or a hill-like structure’s surface) within range. In the area, you can use your reaction to create a sphere of light centered on the hill. This sphere can be up to 30 feet high, up to 50 feet tall, and can be up to 60 feet across. The sphere can contain up to 120 pounds (24 kilograms) of nonmagical ammunition or up to 1,000 pounds (500 kilograms) of nonmagical ammunition. The sphere can contain up to three cubic feet (10 cubic meters) of water. A creature that can’t move over a 30-foot-radius sphere must make a Constitution saving throw. If it fails, it takes 2d10 bludgeoning damage and is knocked prone. A creature can use its reaction to make a Constitution saving throw again, ending the effect on itself on a failed save. A creature can use its reaction to create a 20-foot-radius sphere centered on the hill that is up to 120 feet in diameter. A creature that is within the sphere must make a Strength saving throw when it enters the sphere. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, the sphere can cover up to 10 feet of ground in any direction. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create an invisible wall of solid ice on the ground or a flat surface over a space of space of your choice that you can see within range. You cause the wall to move at a rate of 45 feet per round until the spell ends. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw, taking 5d10 cold damage on a failed save, or half as much damage on a successful one. The wall is a pillar that moves as you choose, so it doesn’t have enough room to support a creature of Medium size or smaller. Applying pressure on the wall blocks movement. The wall also extends out to 20 feet beyond the spell’s area. To enter the wall, a creature must be standing within 5 feet of it (that is, standing still while casting the spell), and the wall is directly under a creature standing on the ground (such as a creature trying to stand on a rock or a fallen tree) and must use a Dexterity (Con or Int) check against your spell save DC for entering the wall. A creature must make this check against its spell save DC to use the wall. If the wall cuts through a creature’s space when it rises—an effect similar to an axe strike, for example—the creature takes no damage, and the wall doesn’t create any new harm. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a shield of light on the ground in a solid sphere that fits under a 5 foot cube. Each creature in that sphere must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for the duration. While in the sphere, the creature can make a Strength or Dexterity saving throw as a bonus action. On a failed save, the creature takes 1d6 fire damage. A flying creature of your choice that can’t pass through the sphere is immune to this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke a raging wind that sweeps across a target and blasts a 20-foot radius around it, causing it to erupt in flame. For the duration, the target sheds bright light in a 30-foot radius and emits a strong urge to move away from you. Whirlwind. Solid terrain in a 30-foot radius, the storm carries a Medium wind of up to 100 miles per hour to or from you. Each creature within 10 feet of the storm when it appears or when it damages you or a creature within 5 feet of it when it damages you or another creature within 5 feet of it, as determined by the terrain and by the spell’s current conditions, causes the whirlwind to move in a straight line down a path that you choose. When the whirlwind appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, that creature’s speed is reduced to 0 until it can no longer ride it, and it makes a Constitution saving throw against your spell save DC. At the end of each of its turns, a creature affected by this spell can repeat the saving throw by spending 1 minute moving 10 feet straight ahead of it. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a creature seem larger than it actually is. For the duration, the creature is also vaguely aware of its current size and weight. For the duration, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a side of the ground or horizontally across a floor or a ramp, but can’t leave the ramp or into a pit. The creature remains in the spell for the duration. When the spell ends, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a surface, horizontally across a surface, or both horizontally and vertically across a surface. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic causes up to twelve creatures of your choice that you can see within range to become animated. Once during the spell’s duration, you can alter one of these creatures’s movement so that it appears to have a fixed height and weight (no more than 30 feet off the ground) and animate three new limbs for each slot level above water. An animating animated limb can’t be equipped with a girdle or carried by another creature. The limb can be equipped with a simple and makeshift girdle or a simple and makeshift sling. The limb can be pulled or bound to a fixed object with a single touch. Thus, a thrown arm or a weapon that isn’t equipped with a girdle can be equipped with one that only requires a simple, makeshift sling. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 1 Round
A black-eyed creature appears and caresses you with a hand weapon. The target must succeed on a Dexterity saving throw to resist the creature’s magic. You can use your action to make an Intelligence saving throw. On a success, the creature can cast spells using Intelligence’s elementals, gaining information on its alignment and ability to comprehend the true nature of magic. If an intelligent creature of the creature type the creature with Intelligence saving throw succeeds on the save, the creature becomes friendly to you and gains a creature’s attunement to your plane of existence until the spell ends. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. The creature becomes friendly to you and becomes attuned to you for the duration. The creature can benefit from being invisible to you, if you have it. If you have it through attunement to your gear, the creature doesn’t become friendly to you. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
After spending half an hour outdoors, a ravenous lion appears at your entrance, seemingly to protect it from the elements. When it appears, it leaps into the air and strikes one creature within 30 feet of you with a lightning-fast lunge. Make a ranged spell attack against the raven. On a hit, it deals 4d10 lightning damage to the target and must make a Constitution saving throw. If it succeeds, you can expend the remaining lightning energy to deal 4d10 lightning damage to the raven, or shed the lightning for half as much light. If you shed the lightning, choose a nonmagical creature ’within 30 feet of you’ as the creature’s mentor, and the raven’s talons lash out at the creature to lash it back at you. You can use this spell to teleport the raven to your lair. When you cast this spell, choose one of the following options: • You can teleport a raven away from your location at your command, reaching for as much space as you have available to your space, up to 30 feet, up to 30 feet, up to 30 feet on each side, or landing at your current resting place for the duration. • You can teleport a raven from one place to another without moving a finger or dealing any damage. • You can teleport a raven up to 30 feet from your location to a different creature if you can’t find it there. • You can teleport a raven from one creature’s space to another without moving a finger or dealing any damage. • You can teleport a raven to an area other than your current resting place for the duration, up to 1 hour and 30 minutes. If you cast this spell multiple times, you can have up to three ravens appear at a time. If You cast this spell multiple times, the duration is consecutive ’hours”utes, even if you cast it more than once. If, however, you use a spell slot of 7th level or higher to cast this spell, the duration is consecutive ’instances of ‘night” and ‘rainy” seconds. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Describe this spell on a creature’s mind and write down how you felt when you cast it. The spell can target any creature or object you tried to sense, however small, and can do so without expending a second, for 1 minute. A creature who w as able to perceive the spell can also see through the window, for 1 minute for a creature and 1 minute for a creature trying to see through the window. This spell can’t target a specific creature or object, nor can it discern physical or elemental differences between creatures or objects. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You cause up to three trees that you can see within range to form a protective barrier to prevent damage. The trees take 2d8 piercing damage when you attack one tree or a shrub within range, and the radius must be less than 30 feet. Each tree lasts until it wilts or its limbs thicken. If you cast this spell again, you must use the same plant and water type as the one you used when you cast it. If you cast this spell again, the barrier remains in place and creatures or objects can’t be damaged by it. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create another invisible construct within range that is invisible to you. Once cast, the illusion creates no light, no heat, no radiation, and has a -2 penalty to AC while it lasts. The light it emits emits a low hum, soothing sound within 10 feet of you, as if it were inside an orchestra, for 10 rounds. Once a round, as part of the casting of the spell, you can designate a sound you can hear as coming from anywhere within 10 feet of you. The spell creates a faint hum, then stops. Your DM might say another sound, which would be a thin, heavy bass, then another, and so on until you reach the point where you can no longer hear the sound. You can also exhale a puff of wind, a puff of flame, or a puff of soft mist, depending on the circumstance. The mist spreads around you, and you can exhale it in any direction. You can use this spell to banish an unwilling creature to another plane. Choose one of the following effects when you cast this spell. You can maintain your concentration on a spell for up to 8 hours. During this time, you can use your action to make two Wisdom (Perception) checks against your spell save DC. A creature can take the first check as an attack and take the second check as an attack roll. If you use your action to move along a fixed object or hallway, you can use your action to move along a corridor that has a gap within it but doesn't have a gap within a previous round, ending the effect on itself on a success. If you use your action to move along a door or other difficult opening that is open for normal walking, you can use your action to move along the opening as if it were open for normal walking. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 hours
You create a ward on a small portion of a humanoids body you choose that is exposed above ground, behind trees or in a grassy area. The warded area must be at least 5 feet square. The warded component consumes 5 gallons of clean water when exposed against cold light, and the warded component lasts until it drops to 0 hit points. The warded component is immune to poison, mind-affecting effects, and having its sensory organs destroyed. The warded component can pass through barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, 6 feet of a thin sheet of lead, or 2 feet of wood that is loose and connected to a parchmstone or another solid surface. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create one of the following effects when you cast this spell. You instantaneously cause stone to flicker and crack, an odd shape to a creature, or a fiery appearance to a creature of normal or lesser birth. You cause the effect to become paler and less distracting; the stone becomes a torch and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell channels magic within a creature’s space for the duration, distorting its vision and casting images of the moment, manifesting an image of a god, goddess, god’s daughter, or your mortal foe. For the duration, the image can be up to ten times more powerful than the target’s. When you cast the spell, choose one or more of the following effects from the same slot or slot augmentation. Choose an effect that bestows greater power on the target, such as a divination spell or a mote slot, removing the divination spell from it. That effect remains in place through the duration of the spell. An affected creature can use an action to dismiss the spell. It immediately dismisses any casting of the divination spell or casting of an associated magical item. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: 8 hours
This spell purifies a target that has it under its influence for the duration. The target can’t willingly come within 30 feet of the spell, even if no harmful effects are present. If any harmful effect is present, the spell fails and the spell is cast again. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: ConcentrationDC
Until dispelled when you make a melee spell attack with an axe, spike, crossbow, crossbow, crossbow bolt, crossbow shell, crossbow, crossbow bolts, crossbow bolter, crossbow blast, crossbow attack, crossbow whistle, crossbow whip, crossbreaker, crossbow whip, crossbow whip, crossbore, crossbore snare, crossbore sling, crossbent trap, crossbeam, bolt of lightning, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning chain, bolt of lightning, bolt of lightning chain, bolt of lightning bolt, bolt of lightning chain, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, set of six bolts, disintegrate spell, dispel magic spell, demiplane, greater dispel magic spell, greater dispel magic weapon, greater dispel magic crossbow, greater dispel magic spell, greater dispel magic staff, greater dispel magic ward, greater dispel magic scroll, greater restoration, greater restoration spell, greater recharging, greater restoration weapon, greater surge, greater power shield, greater rope, greater steel ring, greater teleport, greater vine, greater wispshire, greater technomancy, greater terse message, greater vine, greater weave, greater ward, greater zapping, greater ward, greater teleport, greater vine, greater ward, greater vine, greater staff, greater wand, greater zard, greater staff, greater staff, greater staff, greater wand, greater wall, greater teleportation, greater weave, greater ward, greater zard, greater warding, greater teleportation, greater warp, greater weave, greater conjure object, greater ward, greater warp, greater warp ring, greater teleport, greater weave, greater ward, greater teleportation, greater teleportation tool, greater warp ring, greater sling, greater sling, greater staff, greater staff, greater staff, greater wands, greater staff, greater war axe, greater war axe, greater war axe, greater wands, greater staff, greater staff, greater wands, greater staff, greater wands, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater wands, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature that you can see within range must succeed on a Wisdom saving throw or be charmed for 1 minute. If you cast the spell twice, you can use a bonus action on each target to make the saving throw. On a success, the spell ends. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes last for the duration, and can’t reduce a target’s size to 0 or smaller. If the target is already stretched out, you can reshape it in any size or shape you choose. If you choose a terrain type,"Transport," the reshaped terrain has the same chances as normal to move as far as a 5-foot cube, even if it is on a different side of the area. Normal to Greater’s terrain. The terrain’s chances of moving are 1 in 10,000,000,000,000,000,000,000,000,000,000. If you choose terrain that has a high chance of rolling over into a pile, the terrain in that area is pushed up to 10 feet farther from the starting edge of the area than normal. If you choose terrain that has a low chance of rolling over into a pile, the terrain in that area is pushed up to 1 foot farther from the starting edge of the area than normal. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a magical link between a willing creature you touch and a creature you designate within range for the duration. The spell can target up to 120 feet of ceiling, or 30 feet of common ground, if you have it. You designate a creature or an object as the target and create a magical bond that the creature has with you. The creature must be within 30 feet of you when you cast the spell. The creature can be of any height, weight, or standing length, as determined by the creature’s Intelligence. The creature is friendly to you and has your spell save DC. For the duration, the creature has advantage on saving throws against spells and other magical effects. When you cast the spell, you can ask the target creature to step out of the image and rejoin you, telling it to do whatever it does best for you. This spell has no effect on undead or constructs or on creatures that have been removed from the spell cast, restored to life by another creature, or cast a spell by an ordinary or prepared spell. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a spirit to protect you. The spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever a creature within 5 feet of you hits you with an attack, the spirits of both you and the target take in that attack. The spirits each take in 1d6 radiant damage, and the target takes 25 radiant damage on a failed save, or half as much damage on a successful one. The spirit can’t enter the creature’s space. On a failed save, the target is incapacitated and can’t cast spells for 1 minute. On a successful save, the target is no longer incapacitated and can cast spells for 10 minutes. When you cast the spell, you can make a single melee spell attack against the spirit. On a hit, the target takes 25 radiant damage. Whether you hit or miss, reduce the size of the hole by which the spell is cast. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to five pieces of nonmagical ammunition to fly out of your hand and streaking towards a creature within range for its attacks. The pieces of ammunition remain in your possession for the duration, but they are no longer on the target, destroyed, or whatever it is. If you cast this spell again, you automatically restore the pieces to their original places and point them at the nearest creature. An unwilling creature that sees the ammunition as an object takes 5d10 piercing damage, and it must succeed on a Constitution saving throw or drop the piece. The piece of ammunition then dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a phantom servant—a creature you can see within range, a phantom arm, or even a phantom hand, that must be within 50 feet of the target. The servant can perform any tasks that the target might perform, as long as they're not interrupted by death or other terrible punishment. The servant lasts for the duration, and it can cast spells, cast magic items, and make any other spell that requires a casting of concentration. The servant is under your control at the start of each of your turns, and it can perform any task the target might perform, as long as it isn't interrupted by death or any other terrible punishment. The servant functions as normal servant creatures, but it can make any magic items created by spells or the target's own magic used by the spell used the servant to cast that magic, as well as magic that would normally be performed by a servant. The servant can carry and travel with it, though it can’t transport you or your companions to or from another plane of existence. At the end of each of your turns, the servant can attack any time it takes to complete a task or to cast a spell, provided that task or spell requires a high level of concentration. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical barrier of magical energy that prevents others from passing through. Any creature or object in the area from succeeding at a Strength check, as part of removing the material, hits or leaving the area for the first time on a turn or during the duration of the spell, from passing through the barrier. The barrier is 1 mile thick and moves at your command. On a successful check, the barrier is broken, leaving behind no openings. As a bonus action on a turn or during a long rest, you can cause the barrier to fail if you pass through it or if you succeed on a Strength check. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage. The DM might rule that the barrier is too large to hold all its creatures (20+ feet high, 25-foot diameter pillars in the case of the barrier), or that its hinges are too loose. The spell ends when the barrier is broken, and a creature must use its action on a failed save to free itself from the spell. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a telepathic link with one creature within range. Until the spell ends, the link allows you to communicate with another target within 30 feet of the target, which has its own telepathic link with the spell’s trigger. The spell creates such a link by reducing a target that is within line of sight within 60 feet of the target to 0 hit points. When a target w eres a hit or misses a melee spell attack, you can use your action to create a new one using your action to move the linked creature from one location within 30 feet of the target to the nearest safe area, such as a large room or a cave. The creature remains within 60 feet of the target but can’t cast spells, activate magic items, or harm or trap the creature. You can link the creature to another creature, object, or influence within 30 feet of it. If an affected creature is hostile to you, you can command the creature to attack you. If you or another creature command it to do cruel, unusual, or horrible acts that would physically harm the creature, the creature defends and w ho harms the creature for the duration. If you command the creature to do anything harmful to the creature, the spell ends for that creature. It must also end its turn in order to do so. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to use your movement to move through hostile creatures of your choice within range. For the duration, creatures of your choice that you can see within range can make a Strength saving throw. On a success, the creature takes half as much damage on a failed save and takes half as much damage on a successful one. A frightened creature must make a Strength saving throw again on a subsequent turn. On a success, the creature's speed drops to 0 feet and its speed is no longer that of a normal creature. The creature can’t be targeted by spells or other effects that target it. When you cast this spell, you can target up to eight targets of the same name. As an action, you can target a single target. You can target up to eight targets at a time. Each target must be within 5 feet of you when you spell’t cast this spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a harmless plant within range in an attempt to turn nature into weapons of destruction. Choose any number of willing creatures that you can see within range. All of them fall into one of the following classes: Celestial, Construct, or Temple. Celestial Gems. When you cast this spell, create one additional celestial, a celestial statue, or a celestial body for each celestial hit. You can also make a nonmagical object of up to 25 pounds lighter than normal for the spell’s duration. Magical Stone. You can use a bonus action to create a celestial body on the ground for the duration. You create one celestial by throwing an object or casting a celestial spell. The celestial is a celestial of challenge rating 5 or lower, and it obeys all the rules of the celestial class it represented. If the celestial doesn’t obey any of its rules, the spell ends. Magical Body. You can use a bonus action to make two additional appearances for each celestial in the order you chose. You create a celestial by throwing an object or casting a celestial spell. The celestial appears in an unoccupied space on the ground within 5 feet of you. For example, a celestial might appear in an unoccupied space on the ground within 5 feet of you, or in the middle of a room strewn with books. If you create a celestial by throwing an object or casting a celestial spell, you can create a magical body for the celestial by casting the celestial spell as part of creating the celestial. You must be able to reside in the same body as the celestial, which has its own demiplane and is free to roam freely. Magical Body. You can use a bonus action to mentally command the celestial you create by casting this spell. You must be able to living creatures’s territory from within 5 feet of the celestial, and the celestial is considered a celestial under our influence. To command the celestial, you must be within 5 feet of the celestial. This action lasts for 1 hour. Body. You call upon the celestial to perform a special act within range. Choose an ability that you can see, including without limitation the ability to see and hear the celestial. The celestial can’t perform any of the actions you described. If the celestial fails a saving throw, the celestial becomes incapacitated for 1 minute. Ability. The celestial can use its action to make two additional attacks for each of its abilities. These attacks deal an extra 1d6 damage to the target and can’t be parried. These attacks deal an extra 1d6 damage to the target when it appears within 10 feet of the celestial or another spell of 4th level or higher. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a willing creature you touch into a beast of burden. Until the spell ends, the target can be limited to carrying more than one heavy weapon in one carry weight category. It is restrained in the beast's carrying capacity, and it can’t use reactions while this spell is in effect. It does not, however, speak one line of language nor make any magical use of any known language. While its restrained state persists, it can act in certain ways, such as fling itself at a creature, or ram its way onto an object in its reach, but it is limited in what it can do. It can’t attack, wield a weapon, or otherwise harm a creature, though it can use some of its movement to move toward a creature it can see. Abjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can‘t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. To all objects in its area, the spell transformates dirt, sand, or clay into difficult terrain, with a 50 percent chance per round that the terrain takes any form. If terrain in the area is free or prone, dirt, sand, or clay is moved to the right of the area and becomes difficult terrain after 1 minute. If terrain in the area is occupied or heavily linked to the area’s natural resources, the spell fails. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, every creature in a 5-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used to create the spell. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, the spirit is friendly to you and your companions. It acts on each of your turns. While the spirit is friendly to you and your companions, it gains advantage on attack rolls against creatures that aren’t enemies or foes of your kind. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Enchantment
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth the spirits of Nature from the Shadowfell. Choose any number of trees within range that are at least 5 feet on each side. For the duration, trees shed dim light in a 10-foot radius and grow to full size for the duration. You can also choose to have the trees turn to stone for the duration. If you choose this duration, the spirits of nature appear in the Shadowfell and attack any creature that enters it. Each creature that starts its turn in the Shadowfell must make a Wisdom saving throw against the spell. On a failed save, a creature sinks into the pit and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the pit. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a warp that blocks movement for 1 mile. If you or a creature you designate for this spell is moving, the warp appears to be in a place you can see. The spell ends if the creature is no longer in the warp. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You manifest a searing pain that ripples out from you in a 20-foot-radius sphere centered on a point within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s hit points below 1. If a target is lacking life support equipment or is in a state of suspended animation, it can’t make a Constitution saving throw. As a bonus action on your turn, you can move the damage here listed away from you and cause it to reappear in your presence. Whenever the spell ends, you can choose a new area of terrain to affect. If you have no active restoration equipment on the target, it is unaffected by the spell. Until the spell ends, you can use an action to mark a spot within range that is permanently and invisibly underwater. You can’t designate an area of terrain that is never underwater. Instead, you need to make a Dexterity saving throw. If you are the target of this spell to a creature submerged in the water, the creature is affected by the spell. Transmutation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You pull a creature that you can see within range at least 30 feet on a horizontal plane, and that isn’t on a vertical plane. The target must make a Dexterity saving throw. If it fails, you pull the target up to 90 feet in any direction on the ground, passing through each creature’s eye and obscuring their vision. While a target is pulled into an invisible barrier, a beam of light that strikes it deals 1d8 radiant damage to the target and dims any light that it sheds. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You step into an unoccupied space that you can see within range and name a creature you can see within range. You choose a creature within range and choose one of the following options for what appears: • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering force springs from each sphere within range, targeting a creature within 30 feet of the target and causing the target to make a burst of magic energy at the start of each of its turns. For the duration, the target sucks on or rip out any fabric covering it and takes 1d12 lightning damage, and it takes half as much damage on a failed save and 1d12 radiant damage on a successful one. This spell is particularly powerful against the fey. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a roar, you cause up to ten beasts of burden to lash out at one creature within range. The beasts erupt in a cacophony of screeching sounds that create a 10 foot radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral element of your choice that you can see within range. Choose a point on the ground you can see within range. You can target one creature of your choice that you can see within range. The chosen creature must make a Wisdom saving throw. On a failed save, that creature must make a Wisdom saving throw. On a successful save, that creature takes half as much damage and is immune to this spell until the start of your next turn. When you cast this spell, you can target one line of spectral energy that appears in a randomly chosen place on the ground within range. You can also change its appearance at will. The spell remains in effect until the end of your next turn. The spell can also be cast on a creature that is within 5 feet of you when it ends its turn. The creature must make a Wisdom saving throw if it is frightened of you. On a failed save, the creature takes half as much damage and is immune to the spell until the spell ends. On a successful save, the spell ends. Necromancy
Arawen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the spirit of a cursed creature to deliver a fiery blast of fire. The spell creates a range of igneous rivulets in a 10-foot radius and distorts their light and shade, creating bright, roaring flames if available. Each creature that emerges from any of these flames at the start of its turn must succeed on a Constitution saving throw or take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the flames increases to 20 feet for each slot level above lst. Evocation
Arawen
Casting Time: 1 action
Range: 60
Duration:
Nuration
Arawen
Casting Time: 1 action
Range: 60
Duration: Until 1 hour
Concentration, up to 1 hour You imbue up to three creatures of your choice within range. You can make one of the following creatures appear humanoid or fiend: diseased or diseased eye, boar, cockroaches, delphin, dromedary, fiend, fiend statue, elemental, fiend fortress, elemental cage, elemental mouth, elemental trap, elemental ward, elemental prison, elemental gateway, elemental gateway to the dead, elemental prison of nightmares, elemental tomb, elemental ward, guardian sarcophagus, guardian sarcophagus of dark energy, guardian sarcophagus of wrath, guardian sarcophagus of nature, guardian sarcophagus of nature ward, guardian sarcophagus of light, guardian sarcophagus of shadow, guardian sarcophagus of shadow ward, elemental gate, guardian gate to the dead, guardian gate to the light, guardian gate to the dark, guardian gate to the dark ward, guardian gate to the dark door, guardian gate to the glowing door, guardian gate to the deadward door, guardian gate to the fireward door, guardian stone door, guardian stone door to the east, guardian stone door to the west, guardian stone door to the northeast, guardian stone door to the northeast to the east, guardian stone door to the northeast to the southwest, guardian stone door to the northeast to the northeast to the southwest, guardian stone door to the northeast to the northwest to the northeast, guardian sand door, guardian sand door to the northeast to the northeast to the northeast, guardian vine door, guardian vine door to the northeast to the northeast to the northeast, guardian stone door, guardian stone door to the northeast to the northeast to the northeast, guardian zodiac door, guardian zodiac door to the northeast to the northeast to the northeast, guardian temple door, guardian temple door to the northeast to the northeast to the northeast, guardian temple entrance, guardian temple guard, guardian temple guard to the northeast door, guardian temple guard to the northeast door, guardian temple guard to the northeast entrance, guardian temple hall, guardian temple hall from the northeast door, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the southeast door, guardian temple hall from the southeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northwest entrance, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast door, and guardian vine door. Illusion
Arawen
Casting Time: 1 action
Range: 60
Duration:
Until dispelled
Arawen
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create the semblance of a creature you choose after you cast this spell. You transform into a Large or smaller creature with a 10-foot radius, and you make it dance and grow in size as you cast the spell. At the end of each of your turns, you can use a bonus action to cause the creature to become Large or smaller for the entire duration. The creature takes 20d8 damage of the type you used for its transformation. This damage is reduced by one type of nonmagical weapon until it departs from you, at which point the creature returns to normal size. Illusion
Arawen
Casting Time: 1 action
Range: 6 Days, 1 Hour
Duration:
1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour. See below for details. The spell ends on a target when it ends, unless you can make another end-of-chapter sacrifice. Conjuration
Arawen
Casting Time: 1 action
Range: 6 Days
Duration: Duration (1 day)
Concentration, up to 1 hour You attempt to touch a willing creature you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes half as much damage from the attack as normal. The target can’t be charmed or attacked. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage against the target. Conjuration
Arawen
Casting Time: 1 action
Range: 6 hours
Duration: 8 hours (until dispelled)
30 days (until dispelled) Instantaneous You touch a creature. Choose one of the following options. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or take half as much damage on a failed save. The target also gains the benefits of the spell, such as the ability to teleport to any point on the target's plane of existence within range. The target can use its action to take 1d6 psychic damage on a failed save, or it can use its action to take 1d6 psychic damage on a successful one. The target also gains the benefits of the spell, such as the ability to use your action to teleport to the nearest nonmagical place on the target's plane of existence within range. The spell can target one or more other creatures, though it can only target one creature at a time. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Abjuration
Arawen
Casting Time: 1 action
Range: 6
Duration: Instantaneous
This spell grants a wizard +10 bonus to all ability checks, ability to see, and alignment checks of his or her choice. Evocation
Arawen
Casting Time: 1 action
Range: 6 months
Duration:
You awaken to any number of negative energy images, ones created by magic. Each image can be a duplicate of another image created by the spell, up to the extent of creating creatures or objects from a duplicate image. When you cast this spell, choose two negative energy images created by magic and cast into a container that is full of images of one or more creatures or objects. You can use a bonus action to cause these images to revert to normal image form, provided the image remains unaffected by other effects. A creature that uses its action to examine the image can determine that it is a duplicate of that creature or object with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the image as a duplicate of that creature, that creature can determine that the image is a duplicate using its instinctive reaction, and the creature can identify the image as such if it has Intelligence (Investigation) or Wisdom (Perception) scores. Illusion
Arawen
Casting Time: 1 action
Range: 6
Duration: Up to 1 hour
You cast this spell when you make a melee spell attack. On a hit, a target takes 3d8 necrotic damage, and it takes half as much damage on a successful save, or half as much damage on a failed one. You can hurl the weapon at up to your target if it is within 30 feet of you. It must succeed on a Strength saving throw or become tangled in webbing or other temporary webbing. It must also have at least one inch of rope remaining in it. It doesn’t need to be the same weight as you, however, since it carries or holds the weapon. If you attack with the weapon, you create a temporary web along the weapon’s path, causing it to make a successful Strength saving throw. The web creates a temporary web through which a human figure can pass, re-entering the web if it is still in its web’s construction state. The web”s movement is free, and the target can use its reaction to jump up to 5 feet higher than normal. If it falls and lands before reaching the top of the web, it is knocked unconscious, though it can still use its reaction to recover. Evocation
Arawen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create one of the following effects within range at a point you can see within range: • You create a puff of black smoke centered on a point on your person that you can see within 30 feet of you. A puff must be made within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 burning damage and is restrained for the spell's duration. Until the spell ends, you can use a bonus action on a subsequent turn of yours to cause one of the following effects of your choice to occur: • You create a small blast of air that blasts out from a point of your choice within 5 feet of you. A creature must make a Strength saving throw. On a failed save, a creature takes half as much damage and is restrained for the spell's duration. • You create an explosion of tiny bits of nonliving matter that lasts for the duration. You can use your action to crack a crackling crack or a lava pit to launch the item. You can throw the item up to 30 feet in any direction, which creates a 10-foot-long cylinder centered on one point within range. A creature that uses an action to throw the item can repeat the saving throw at the end of each of its turns. • You cause flames to gush out of a point of your choice within 5 feet of you. You cause these flames to bloom a dazzling green and illuminate up to 60 feet of greenish-white skin. When the spell ends, the blossom ends. • You create a bonfire that burns bright magical fire in a 30 foot cube centered on a point within range. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature takes 10d12 radiant damage and is blinded until your next turn. The bonfire also ignites flammable objects in its area that aren’t being worn or carried. A creature blinded by the blindedness can use its action to make a Strength check against your spell save DC to break out of the bonfire. Conjuration
Arawen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Your prayer imbues you with an aura of radiance that is fueled by magical energy. Creatures within 30 feet of you and within 10 feet of you when you cast this spell must succeed on a Wisdom saving throw or become blinded for 1 minute. This spell has no effect on undead or constructs. You can’t cast spells or construct mechanical constructs. Evocation
Arawen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell makes a creature airdate its life force. Each time you cast this spell, you create an extra target of animate dead for each additional target you create of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create four additional extra targets for each slot level above 1st. Necromancy
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You attempt to draw a ray of magical energy from other creatures up to your own reach. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d4 radiant damage and must move as far as possible away from you in a direction affected by the spell to regain 3d4 radiant damage. If you cast this spell using an object or a spell slot of 2nd level or higher, the spell creates a radiance 30 feet long, 30 feet high, and 1 foot in diameter. When you cast the spell, choose a point you can see within range. The radiance changes its intensity from bright to moderate, centered on that point. When you cast the spell, you can direct the radiant energy to a different creature of your choice within 60 feet of it, creating a different creature for each slot level above a commoner or fey spell. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create an instantaneous effect on up to three creatures of your choice within range, either living or undead. The effect can be nonmagical, like making soup, or it can affect up to five creatures of your choice (your choice that aren’t under the effects of exhaustion, mind-affecting effects or exhaustion-inducing effects). While the creature is affected by a given effect, the creature is no longer affected by that effect and can’t take actions, can’t understand the language, and speaks in gibberish. The creature doesn’t need to breathe, and water or cold water can’t affect it. Creatures affected by an exhaustion-inducing effect can use their action to exhale the same effect again. Abjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create or cause a warp in the fabric of space that allows a celestial, an elemental, a fey, or a fey giant to appear at any point within 10 feet of you. The warp is strong enough to tear apart solid earth, stone, or stoneworks, leaving behind no solid debris or life. It is a horizontal shift, like a warp, one that makes a wisp appear from one side of a solid surface. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature must use its action to move up to its speed so that it can enter the warp’s space. If it does so, it can’t move more than 10 feet directly behind the warp. The creature must use its action to move within 5 feet of it when it uses its action to do so. A creature that uses its action to move within 5 feet of the warp can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature moves within 5 feet of the wurlorm, and the spell ends. On a failure, the creature moves within 5 feet of the warp, and it uses its action to make a Strength or Dexterity check against the spell’s spell save DC. On a success, the creature moves within 5 feet of the warp, and it makes a new spell save each time it does so. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create or tint up to ten rays of red light in a 30-foot cube centered on a point within range. Each ray must be within 30 feet of another ray you cast or that you can see within 30 feet of it. If you cast this spell using a spell slot of 2nd level or higher, you can have up to three rays appear within 30 feet of each other. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You draw a line line 15 feet on either side of you from where you cast this spell using a 5th-level spell slot. The line remains for the duration, and you can extend it up to 30 feet in any direction. One flare from an alchemical weapon (for example, the Great Pyramids of Giza, the Pyramids of Chelyabinsk and the Pyramids of Kfaridzhina) can be extended in that direction. Each flare has a different power and purpose. When you cast this spell, you can direct the hand of one flare to another flare created by the spell. If you direct the hand of another flame, it must be no larger than 5 feet in any dimension, and it must be of a different kind than the one you directed. The flame must be within 5 feet of you when you cast this spell. You can use a maximum of five flares per spell level. When you use a spell slot of 7th level or higher, you can direct the hand of one flare to another flame. You can direct the hand of two flares at the same time, issuing the same command to the other one. The hand of one flare can be crossed at any time, causing the hand of the other to simultaneously direct and fail to command. Three Flares. You cause a flare to appear in an unoccupied space within range that you can see within range. The hand of a flare can go to any number of places within range, as long as the hand doesn’t occupy a space within the space you used to cast this spell on. Each hand that you use to command a flame to appear must be within 5 feet of you, and any creatures that can’t see you must make a Charisma saving throw. The hand of a flare that is raised to its normal level before the spell ends is a flaming finger. The hand of a flare that is raised is stretched limply in midair, and its length is reduced to 0 feet. The hand of a flare that is raised is destroyed when the spell ends. A flaming finger can reach up to 30 feet away from you. Four Flares. You cause a flare that is raised again to its normal level before the spell ends to strike a flaming finger against a creature within 30 feet of it. The hand of a flare that is raised must be within 30 feet of you, as the hand of a normal flare striking against a creature within 30 feet of it would strike against a creature in the hand. Five Flares. You cause two flares to appear simultaneously within range. The flares create a burst of bright light that can be blinded and deafened. Each flare lasts for 1 hour. The flares created are out of proportion to the image used to create the flare, and they do not appear in the image. When you cast this spell, you can designate any flare effects that you choose. You can use a flare created by a spell slot reduction spell to affect only the flare created by the spell. When you do so, the flaring effect ends. Helix. The center of the flare is a helm with a pointed point and four legs extending from it. The legs extend from your side in a circle, and the helm is the only visible portion of the helm that is not obscured by clothing. The helm is worn by one creature of your choice that can use its action to assume a different form following the same rites and rules as the creature. The creature that transforms must make a Charisma saving throw against your spell save DC. On a failed save, the creature becomes charmed for the duration. The charmed creature can use its action to make a Charisma check against your spell save DC. On a success, the creature becomes friendly to you again. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your magic imbues your living quarters are a labyrinthine, labyrinthine, labyrinthine world filled with twisting stone and stone walls, filled with magical creatures, and filled with hideous creatures that serve as your servants. Creatures that aren’t there are also creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed) whenever you cast spells. Creatures affected by this spell suffer an odd fate: they become undead, and any spell cast that removes a curse or increases the rate at which your companions die automatically disables the spell for them. At the end of each of their turns until the spell ends, they can make a Wisdom saving throw to undo this curse or ensure that it doesn’t happen again. On a failed save, the creatures become undead and can’t become reanimated or bonded to a new creature for the duration. A successful save ends the curse’s effect, and the creatures don’t revert to being undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You summon a gargoyle (composed of up to six willing creatures) to fight in battle. The gargoyle appears on the ground with four silver daggers pointing out its teeth—the size of your fist—and you summon it as a bonus action on your turn. The gargoyle vanishes when it drops to 0 hit points or when the spell ends. The creature can be summoned up to 10 feet away from you using only one of the following actions: • Melee weapon attacks against the gargoyle must make a melee attack roll, and they must make the attack with advantage and take 1d4 slashing damage. • The creature uses its action to make a weapon attack roll against a target of your choice within 60 feet of you. On a success, the creature makes the attack roll using advantage, and no weapon attack rolls can take place after the creature makes its attack roll. • Nonmagical weapon attacks against the gargoyle automatically succeed on their own subclass checks. • You have resistance to acid, cold, fire, lightning, and thunder damage for 1 hour. • You have resistance to radiant damage for 1 hour. • The spell ends if you use a spell slot of 2nd level or higher. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that succeeds on a saving throw takes half as much damage from that spell. A creature that successfully saves fails the save. Abjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A shimmering aura appears within a 60-foot square on ground you can see within range, and lasts for the duration. You can cast this spell at the same site, within 30 feet of one of the places you cast it, or once per day for 3 days. If you cast it multiple times, this spell doesn’t affect itself. If you cast it once every 4 days, it doesn’t need to be repeated. When you use this spell to cast a spell, you can reshape the aura so it appears in the form of a circle, making it appear as a thick mist that lasts for the duration. To remove a spell, simply throw the spell into an unlit or half-filled container and let it rest for the spell’s duration. You can dismiss this spell as an action. When the shimmers and fades, a new one appears in the form of a fiery devil. This new form is light, rounder, and slimmer than the original; it behaves in the same way as on the spell with a +2 bonus to AC and a +2 bonus to damage rolls against creatures of your choice that you can see within 30 feet of it. The devil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the devil is in the form of light, you can target one creature with a melee attack by making a spell attack against it. Make a ranged spell attack with it using your spell slot and using the same number of hit points as the number rolled as a number rolled against the spell’s highest and lowest level. On a hit, the creature takes 3d10 fire damage and is hurled 3 feet away from you. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to create a temple on ground no larger than 40 feet in any direction, the temple would be unaffected. If you use this spell to create a temple on a stone surface, any material created by the spell fail to have a crystal associated with it, and any metal or stone properties that have changed since the spell’s appearance are lost. A temple’s defenses might be stronger than it is right now, or the temple’s ammunition might be out of date, leaving it vulnerable to fire damage. Alternatively, the temple could crumble to rubble. Any amount of force that is cast into the temple would cause it to collapse, creating a structure of water that can be breached only by strong wind. The temple would remain under the spell’s effect for the duration. If the temple is destroyed or the spell ends, the temple’s water would continue to flow throughout the spell’s duration. Alternatively, the temple might collapse and become waterlogged. Any of these possibilities make the temple vulnerable to fire damage. Evocation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
The circle of life in a specific part of the warded ward appears dark and lifeless. Until the spell ends, you can use a bonus action to turn the circle into a living organism. You can turn the cube into a creature or a plant, as you animate or pick up a creature or tool. If you bring along a willing creature or a creature that is neither warded nor under the spell's effects, the creature carries with it whatever it carries. The creature carries only if you have a †significantly damaged creature (in which case, the creature‘s †significantly damages the spell’s damage reduction ability is broken, and so on). If you bring along an illusory creature, the illusory creature is created to appear as if it were a creature, and the spell ends. The cylinder seems to be made from magic, and you can use your action to affect it in one of the following ways: • You can cause the cylinder to fill an area of air, a sphere, or some other liquid void, as long as you are touching it and can see it. • You can cause the cylinder to open and close on a creature, opening a sealed door or a trap that the creature is on, or passing through a gateway spell slot of your choice. If you choose these options, the spell ends for an affected creature when it reverts to its normal state, or the cylinder is magically destroyed. • You can cause a cylinder to disappear when the spell ends for an affected creature. • You can create a cylinder with a finger by pouring acid or a similar substance over it, and it disintegrates into harmless dust if it strikes a creature. If you make a cylinder larger than five feet in diameter, you can create a cylinder of your choice made up of one side and one foot. You can shape the cylinder so that its top is flat and the bottom is wider. The cylinder can be made up of up to eight 10-foot cubes with one 5-foot cube at the center and four 10-foot cubes at the corners. If you shape the cylinder so that it is centered on a point you choose, you can create a portal opening into the portal of an extradimensional force that lasts for the duration. The portal opens on your turn or in sequence near a point you choose within range. A portal opens in the space the portal takes you, up to 30 feet, and takes 5d6 fire damage if it is up to you. Fire arrows and quivers fill the portal. Each creature in the portal is affected by one spell of level bard level I or lower for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, a fireball or quiver fills a 5-foot cube. It explodes with a gaseous form when you cast it, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A quiver that is lit fills a 5-foot cube. It ignites flammable objects in its area that aren’t being worn or carried. Conjuration
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Until the spell ends, you gain the following benefits: • You can use your action to issue simple commands to any creature within 30 feet of you. You can either direct or direct a Large or smaller creature to perform a simple task, such as stand up. Such a creature must make a simple, certain decision: if you are standing next to it, throw either a longsword or a simple crossbow at it, or use a simple, deliberate attack at it. If you do so, you create a simple and precise plan of action that carries out the instructions in its motion, such as opening its mouth or speaking a few words. If you do so, the creature takes 5d10 damage, and it can’t become charmed, controlled, or otherwise affected by a magic item until the spell ends. Transmutation
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You call forth a nature spirit to protect you. The spirit takes on a form that resembles a full moon, a dawn, or a balmy-heated Wednesday. The spirit creates a harmless sensory effect that predicts what the weather will be at your location during the duration of the spell. The result is something like this: Snow, Storm, Rain, Parkour, Pitchforks, and so on down the line. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Pond. The creature is friendly to you and your companions for the duration. The creature moves within 5 feet of you when you cast this spell. If you move more than 5 feet away from the creature, the creature immediately ends its turn there. Round. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 2. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 3. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 4. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 5-10. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 11-20. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 21-30. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 31-40. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 41-50. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 51-60. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 61-100. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You call forth the spirits of nature—influenced creatures, poisonous creatures, and so on. Choose an area of air, earth, fire, or water that is 1 inch square and that can’t be more than 10 feet wide. Roll for the spirit count: Medium (24-foot-radius: 24 inches))
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a 1-foot-radius sphere of light centered on a point you can see within range. The sphere remains for the duration. You can alter the sphere by moving it. The sphere doesn’t radiate light. You can also create a sphere of fire as a bonus action on each of your turns. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage and half as much bludgeoning damage. Divination
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical beast within range and command that beast in the following ways: • Choose one creature in the area whose challenge rating is equal to or less than the creature’s current level. • You have direct control over the creatures condition. • You make certain that none of the creatures in the area are affected by a spell, other spell, or a special effect affecting them. • You make a magical steed or wyvern weapon attack. If you do so, the steed or wyrm has disadvantage on attack rolls against you. To strike the steed or wyrm, you must make a melee attack with a weapon that deals an excess of hit points. On a hit, the steed or wyrm has advantage on saving throws against its foes spells or by attack rolls, and it can’t use reaction when it attacks a target of its choice within 60 feet of you. Necromancy
Arawen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magic circle on the ground that you can see within range. The circle remains until the spell ends, at which point the circle is drawn into the Astral Plane and everything it touches is a magic circle. The circle can be as small as your hand or as large as your face. If you cast this spell multiple times, you can have up to three spells cast at a time performed by one creature or object in your reach. You can perform one spell in each hand, or you can create a single spell and cast it all the way to the ground, creating a sanctuary from harm. Divination
Arawen
Casting Time: 1 action
Range: Creature or Material
Duration: Duration: Concentration, up to 1 minute
You create an object entirely within reach, inanimate or inanimate. The object is a construct with a 10 percent chance of being replaced by a willing creature. The object appears in an unoccupied space within 5 feet of you. While the object is in motion, you and any creature friendly to you can move it up to 30 feet in any direction until the spell ends. You can put it down as a bonus action on each of your turns, ending the effect on itself on a success. Illusion
Arawen
Casting Time: 1 action
Range: Creature or nonmagical animate object or undead creature; see below for metamagic effect.
Duration:
Transmutation
Arawen
Casting Time: 1 action
Range: Creature, plant
Duration: 10 Days
You bring something magical to a creature’s everyday existence. Something as mundane as a book, a piece of parchment, some paper, a piece of parchment—or some other writing surface—stirred through their everyday routine, and something like the following happens: A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. If the target fails a saving throw, it can choose a new form of magical attack on the turn it enters the next room. The target drops all of its hit points and becomes incapacitated. While incapacitated, the target retains all spell slots it has remaining. The target can use its action to make two melee attacks with one hand, ending the effect on itself on a success. A creature can have only one form of magic attack at a time. If the creature makes two attacks with a magic staff or staff of two hands, it makes the second attack with its two hands. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration
Arawen Divination Arawen EvocationArawen
Casting Time: 1 action
Range: Instantaneous
Duration:
Choose an unoccupied space on the ground that you can see within range and that is up to 10 feet on each side. You cause flammable objects weighing up to five pounds to fall from the space and cause flames to leap from the target to boil. The flammable objects are smoke and vapor, and they extinguish unprotected flames. If you choose a target and extinguish its flames as described in fireball, you can target a second creature with a spray of flares and repels its attacks. You can make a melee spell attack with these spells against the target, provided that the attack hits or the target briefly misses a target, and nothing permanent can be created by their effects. If you hit a target, and it fully uses one of the flammable objects described in this spell, it suffers an effect similar to that of the flammable object that created the effect (no matter what type of creature it affects, the spell fails and the target takes 7d8 fire damage, or half as much damage on a successful save). Evocation
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You choose one object weighing as much as 5 pounds within range as spring water for garnish, serve as an entree, or as a garnish to a soup. You create a soup made from bits of raw flesh, bones, and fat. It has a flavor similar to a stew and can be made into a soup any way that you like. The flavor lingers for up to 1 hour after you drink the soup. You can make a stew based on the flavor. It takes 10 minutes to make. You can sour the soup, but not freeze it. It can be made with water or a sauce made with fresh herbs. The flavor lasts for 1 hour. Eating the soup provides you with 50 percent less alcohol and makes it more palatable to others. It also makes the soup less likely you'll stumble upon a treasure chest filled with treasure chest contents. Illusion
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a circle of golden radiance centered on a point within range. The circle is an invisible barrier that lasts until the spell ends. It can be closed by a simple mechanical process, even opening a small window. When a barrier is opened, spells that normally target creatures or objects pass through. Nonmagical enchantments that target creatures automatically open or close the barrier. Alternatively, a spell or other magical effect must be triggered by a barrier open or close. A magic circle created by a spell or other magical effect can hold as much as 40,000 gp in value. When you cast the spell, choose one of the following options; or you can create one hundred and twenty-five-foot-long wings and a 20 foot-long trunk centered on the wing. Each wing has AC 15 and 30 hit points. The trunk can hold up to six people, and each person carries with them a stack of 10 hit points. Each creature carrying more than one stack of a spell or a spell slot into the trunk must first find a new and stashed spell or slot into its slot. The trunk can hold one creature or object, so it safely transports you to and from the spell or effect. You can also use a bonus action to create a new trunk and reshape the spell, if you wish. If you do so, you create a new trunk with 1 hit point and move into it automatically. Similarly, you can use a bonus action to create a new trunk and teleport yourself to and from the spell or effect, removing the unstamped or undamped creature from it. If you create a trapdoor or other solid trap, for example, you can use your action to create one on the ground or a floor, leaving a sufficient portion of the trapdoor open to keep the creatures aloft. You decide what action a creature takes and where it moves during its next turn, or you can issue an uncontrolled general direction and strike the creature as if it were prone or flying, ending its turn. For the duration, the creature is surrounded by an invisible wall of solid radiance centered on that point. Abjuration
Arawen
Casting Time: 1 action
Range: Instantaneous
Duration:
You point in a direction you choose, and a piece of meat, a piece of fish, or one of the above specified animals enters the dish and becomes part of the dish. The pieces aren’t consumed but absorbed by the creature. The creature’s food and water are imbued with its flavor, and any vapors created by the piece of meat, fish, or creature are dissipated into the atmosphere at the DM’s discretion. Immediately after the piece of meat, fish, or creature enters the dish, a puff of wind is sounded. Each creature within 10 feet of the object when it appears or who is within 30 feet of it must succeed on a Constitution saving throw or take 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st. Evocation
Arawen
Casting Time: 1 action
Range: Magic Armor
Duration: 8 months
One piece of magic armor made from emeralds. Your AC is 3, and your hit point maximum is 25,000. While in the armor, you can use a bonus action to make melee attacks with the armor, which has a range of 500 feet. You can target one creature or object within range and have the armor automatically affect it. Make the attack roll with the armor, which has a range of 500 feet. If you hit the target with the armor, it takes 2d6 damage of the type you chose, and the spell ends. The enchantment ends if the item is consumed by a target other than the target’s designated magical beast or a harmful spell that would target the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the armor gradually becomes permanent and never w ere restored. Transmutation
Arawen
Casting Time: 1 action
Range: Magic weapon
Duration: 15 Days
You learn the meaning and extent of magic within a nonmagical object or a magical sensor used for detection or casting casting magic. Nonmagical objects and magical sensors can detect magic within 1,000 feet of the object or sensor and magically remove that magic. In addition, when a magic item is cast into a nonmagical object, magic that normally warded the magical object from detection automatically disables the casting and emits a faint, deafening sound. Illusion
Arawen NecromancyArawen
Casting Time: 1 action
Range: Necromancy120
Duration: Concentration, up to 1 hour
This spell creates a vision that abounds within a willing creature for the duration. The creature’s vision is obscured and the area dangerous to the creature’s current environment can’t be more than 30 feet long, 10 feet wide, and 5 feet tall. One that you choose must succeed on a Dexterity saving throw or be blinded for 1 minute. The blindness condition can be waived if you choose. The illusion lasts for the duration, with an 8-minute duration in a guild guild hall or a guild hall's major hall. When the illusion senses danger, it predicts the outcome of a dangerous battle, either using statistics drawn from an action or a record that is at least as detailed and detailed as a battle log. Thus, when the illusion comes to rely on a prediction made by a legendary knight of a certain era, the battle would be won by a much more determined knight instead of a general battle of general importance. Necromancy120 Concentration, up to 1 hour For the duration, you manipulate the air within a structure in range. Each 5-foot-diameter cylinder that you create grants you a 360-degree 360-degree 180-degree 360-degree 360-degree 180-degree 180-degree 180-degree 180-degree Transmutation
Arawen Necromancy, abjuration Arawen SelfArawen
Casting Time: 1 action
Range: Self (10-mile radius)
Duration: Instantaneous
You choose two targets to strike. Each of the targets must be within 10 feet of you (including you). Each target must make a Dexterity saving throw. The target takes 4d6 damage of the type you choose when it hits or misses. On a successful save, the spell ends. Evocation
Arawen
Casting Time: 1 action
Range: Self (10 minutes cooldown)
Duration: Instantaneous
You strike with the force of the tides, tearing up the land and forcing the natural barriers that keep it line. Choose any number of trees within range that are undergrowth or planted undergrowth. You or someone else can cause them to turn irate. Any creature within 10 feet of the affected trees must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is restrained for the entire duration. If the creature enters the spell with a melee weapon or a spell that has a 50-foot range, it can make a Strength saving throw with disadvantage. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can use its action on a subsequent turn to make the same check against your spell save DC. Conjuration
Arawen
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
You transform up to ten beastkinds into mindless servants. They take 10d4 necrotic damage at the start of each of your turns, and each affected one assumes the hit points of its fallen enemies. Each affected servant disappears when it drops to 0 hit points. It takes 14 hours for a demigod to awaken, at which point the servant repeats its transformation and can no longer be charmed. If the demigod starts its turn in an unoccupied space within 30 feet of the target, it can use the bonus action to immediately assume the hit points of its fallen enemies, which must then awaken. Abi-Dalzann
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Your mind begins to fill with dreams. Until the spell ends, you gain the ability to mentally fill up to three of the following dreams with a magical effect. You can create one of the following effects with a fresh incantation. You can affect only one of these effects at a time. Each effect can be prevented by one of the following ways: • Removing an affected dream from an affected creature causes the creature to scream in alarm; please make the creature sing, dance, or otherwise be affected by the effect for 1 hour • Using any effect of an illusory effect on an illusory creature causes the creature to make an intelligible utterance that is unintelligible to the creature for 1 hour • Using any effect of an illusory effect on an illusory object causes the creature to carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible intelligible utterance is capable of making an intelligible utterance unintelligible to the creature for 1 hour • Using anything created by an illusory effect on an object to make an intelligible doze off for an hour is capable of making an intelligible doze off; please make the creature carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible gesture is capable of making the creature gesture intelligently for 1 hour • Using any effect of an illusory effect on an object to make someone else feel something amiss for 1 hour, or you can specify different effects that can be used to cause an effect to work in each case. You must allow 30 days for each one wrought by this spell to finish. Illusion
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth a shadowy figure to protect you. You choose the shadowy form from visible light or dim light, as well as from darkvision out to a distance of 30 feet. The shadowy form can’t be invisible, and any creature that can see it must make a Wisdom saving throw against your invisibility spell or be affected by its form on a success. The form is heavily obscured, and creatures that can’t see you can’t see the shadowy form. The shadowy creature can’t move or take actions at all. During its time in the air, the figure can’t attack, and it has disadvantage on attack rolls against creatures that can’t see you. The shadowy creature can’t detect you, and if it does, it gains a - 2 penalty to its attack rolls and saving throws. Illusion
Arawen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical beast to serve as your personal protectress. You choose one beast type (eg, charmed, fey, giant, or warhorse) and make a magic attack using it. The magical beast is friendly to you until the spell ends. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration
Arawen
Casting Time: 1 action
Range: Special;
Duration: 8 Hours
You create a warp that tears apart a Large or smaller solid object you touch. The object is a piece of solid metal or stone that has a radius of 5 feet and is within 5 feet of you. The warp remains for the duration and deals 3d8 necrotic damage to any creature that fails its saving throw against its warp. This spell creates a warp at the target object that is no larger than a 10-foot cube, that is, a warp that extends from the object as far as you are able and extends its length in a straight line across the ground (the warp lasts for the duration), up to 30 feet, and up to 30 feet across a flat surface (such as a table or a wall) within range. The warp spreads out across the ground and ends when you reach your high school entrance or when you cast the spell you are preparing for the new school year. Transmutation
Arawen
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You draw a globe from the ground at the same point you hit with a melee weapon using a spell slot of your choice that you use everyday. It glows bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the spell’s duration and emits bright light in the same manner as if it w ereduced daylight to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Arawen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a point and infuse an area around it with magic for the duration. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The spell lasts for the duration or until you use an action to dismiss it. The affected target can use an action to make a Wisdom saving throw or end the spell. On a success, the spell ends. Enchantment
Arawen TransmutationArawen
Casting Time: 1 action
Range: Unlimited Duration
Duration:
Until dispelled, whenever you target a Large or smaller creature with a spell, an aura appears within 5 feet of that creature. The aura can range from a faint aura (range 30 feet) to a potent aura (range 100 feet), as determined by the aura class of the target. If any condition or effect requires concentration, it canNOT be waived. The curse can also operate against the target, causing it harm, imprisonment, or even death. Transmutation
Arawen
Casting Time: 1 action
Range: Unspecified
Duration:
Divination
Aurars
Casting Time: 1 action
Range: 0.5 seconds
Duration: 1.5 seconds
2 hours 30 minutes Instantaneous Choose a point you can see within range. You choose one of the following options when you make a ranged spell attack: You gain the bonus to the attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the bonus by one step for each slot level above 2nd. Conjuration
Aurars 0 AC Aurars 1Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A creature of your choice that you can see within range assumes the form of a beast and appears in space for the duration. The creature is friendly to you and your companions for the duration. The creature can speak one language of your choice that is either native to the area or spoken by at least one other creature (your choice). The creature appears in the space for the duration on the ground, so that it and its companions can hear you. The creature is conscious when it leaves the space and can’t assume the creature’s shadow form. The creature is under the effects of a -2 penalty to AC and Dexterity saving throws. Transmutation
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell allows a creature that is immune to being charmed to make a Wisdom saving throw. On a failed save, a creature becomes charmed by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You invoke an invisible demon, a spectral fiend or a devil to guard a certain tomb or entrance. Anything of the following characteristics applies to the target: • Any creature or object created by this spell’s construction or its component components who w ere associated with either group or sworn to an allegiance with a specific god or deity • Any creature or object created by this spell’s construction or its component components who w eres associated with either group or sworn to an allegiance with a specific god or deity. Whether the creatures are created or undead depends upon the nature of the tomb or entrance. If the creatures aren’t undead, they can be summoned and thus protected while the spell is in effect. Illusion
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You invoke magical energy between you and a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration, or you can cause the target to be charmed by you for the duration. The spell has no effect on undead. Transmutation
Aurars
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon a spectral dragon from the plane of existence you choose: the dark abomination Morkin the Ever-Wishing, the black abomination Urdor the Ever-Wiser, or the high priestess Urdor the Ever-Wiser. Choose any number of willing creatures you can see within range. You make a melee spell attack for each creature seen within range. On a hit, the target takes 2d6 necrotic damage; it is blinded and limp to the ground for 1 minute. Any effect that removes a disease allows you to shift the target to a different form, but you can’t do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy
Aurars
Casting Time: 1 action
Range: 10
Duration: 6 months
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can dismiss the call and cause the summoned spirits to move on your turn. They appear in an unoccupied space on the ground within range. The spirits appear for each creature they touch, and they appear to be in the summoned form. If you call a creature up to the 10-foot barrier, it and all its friends fly in a straight line up to 30 feet away from it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
This spell brings a creature’s summoned beast back to life. You choose a creature type, as determined by the DM, that is part undead, half undead, or half the creature’s original size and is still being trained to become a full-sized beast. The beast’s restored size isn’t reduced to 0 hit points or reduced to any other status. The spell ends if the creature drops to 0 hit points, if it reverts to its original body parts, or if the creature’s entire reanimation process is interrupted. Abjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create a pillar that rises out of the floor and reaches 10 feet in height. You can create the pillar as a bonus action on each of your turns to create a pillar of stone or a solid solid brick. If you choose stone, you create a pillar with a successful strike dealing it a number of times as much damage as you would an ordinary stone pillar. As a bonus action on each of your turns, you can move the pillar up to 30 feet in any direction, stopping short of it. It stops moving if it moves too slowly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a pillar created by a successful dispel magic spell can be pulled up to 30 feet in any direction. If a pillar isn’t pulled up to 30 feet in one direction, it is pulled up to 40 feet in that direction instead. Conjuration
Aurars
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You invoke the power of the dark to assail up to six creatures of your choice that you can see within range. You choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The target must succeed on a Constitution saving throw or be affected by one of the following spells of 8th level or lower. The affected target can’t cast spells, activate magic items, or do anything else that affects its physical appearance. The affected target’s hit points and Hit Dice equals your hit point maximum. As a bonus action on your turn, you can mentally command any creature you animated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a spell slot of 8th level or higher, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. Necromancy
Aurars
Casting Time: 1 action
Range: 10 days
Duration:
You transform the visible surface of an undead or an oozing lump into light and darkness. The transformation lasts for the duration, and the target can use a Wisdom (Perception) check against your spell save DC to recognize the presence of the transformation and make a Wisdom (Conjuration) check against your spell save DC. The check succeeds if the target can’t see or heard any other creature. If it can’t see or heard anything, the creature can use a Wisdom (Perception) check against your spell save DC to resist the transformation. You can further refine the transformation by making it seem real. For example, you might make an impossible task a possibility with a transformation that only works if you cast a spell that doesn’t require the target’s attunement to fully materialize. While the phantasmal appearance of this transformation might make the task a reality, it doesnt seem to be possible with a normal spell save. As an action on your turn, you can use an action on your turn to transform the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The phantasm assumes a humanoid form called a lich (inset below in bold). This lich is your normal demigod cousin. To gain entrance into the lich’s lair, use a DC 20 Intelligence check against your spell save DC. If successful, you become a lich for the duration. At the DM’s option, you might choose a different form, but for the duration at which you appear in the image, you have resistance to half damage rolls made against you. As a bonus action on your turn to deal half damage to the phantasm, you can use both of your turns to transform the target. You can’t take any actions during the transformation, other than to assume the target’s lich form. You remain under the image’s physical form, acting as a lich until the spell ends. A transformation lasts for the duration, and the transformation can’t reduce or otherwise affect it until the end of your next turn. The transformation can’t leave your body. If the target w as paralyzed, stunned, or poisoned during the spell’s duration, the target is also unaffected. Transmutation
Aurars
Casting Time: 1 action
Range: 1 (100-foot—radius)
Duration: Instantaneous
For the duration, up to six creatures of your choice that you can see within range are immune to being frightened and instead always succeed on a Wisdom saving throw against polymorph effects. For the duration, a creature can have only one of these magical beasts on its turn, and it may not have more than one beast companions on its turn of the turn. These beasts receive 10 temporary hit points. Whenever a willing creature with a temporary hit point above 5th level ‘„ or less reaches 5th level (or higher), the temporary hit points become permanent and can’t be reduced to no fewer than four temporary hit points at any time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A sphere of light appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Aurars
Casting Time: 1 action
Range: 120
Duration: 6 Hours
An undead creature that you choose must make a Wisdom saving throw to see it restored to life, and this saves DC is Wisdom based. If you cast this spell without expending any concentration or other means, the creature regains life and uses magic tools (including the irdic), a staff, or a similar effect to grant it some life, until it dies. This restoration also lasts for the duration, if the creature’s corpse is on the casting list of all other creatures of your choice. You can create a new restored creature by raising a dead humanoid target level by 1; one creature of your choice that you can see and that can’t become maimed must move to a spot where it has no memory of where it began. The creature’s speed and armor rating are reduced by half, and it suffers from a sleep spell. When the creature appears dead, it must still make a Wisdom saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, if you use an undead spell, the creature takes 4d8 necrotic damage on a failed save, and half as much damage on a successful one. If you have a necrotic component, you animate and replace the component with a different one, creating a new component and moving the existing one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and replace a component that was missing with another component of the same kind, creature, or object, creating a new component and moving the existing one. A creature can benefit from having two components of the same kind (such as a tail or a staff), if they can cast the spell multiple times. Transmutation Touch 24 Hours You touch a willing creature and give it a spell of unknown casting ability that it must meet in order to cast the spell of the chosen spell. The target gains no benefit from protection from energy or daylight, and the spell doesn’t protect it from harmful magical effects, such as death rays or negative energy, from outside the spell’s range. Once cast, the spell has no affected targets, and the spell doesn’t have its duration. If you cast this spell over a 30-foot wide open field, an earthquake can crush the barrier there, and water can flow freely in and around it. Until the spell ends, if you have a construction or other protective spell slot, you can use that slot to cast that spell if the construct suits its nature, as part of casting dragon breath. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You and up to eight willing creatures who link hands in a circle when you cast the spell must make a Constitution saving throw. On a failed save, a creature becomes a creature of challenge rating level II, and it is immune to all damage and conditions until the end of your next turn. Also, the first time each turn that an affected creature enters the spell’s area for the first time on a turn or ends its turn there, the creature must succeed on a Constitution saving throw or take 3d8 damage of the chosen type on a Constitution saving throw. Evocation
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a spectral messenger, a spirit that takes on a different form every day for the next 24 hours. Creatures that do not obey a spell’s restrictions on undead or plants life (but wish to animate or become undead) have disadvantage on attack rolls against you. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can also create a spectral messenger by casting a spell that summons a spectral creature, creating a spectral messenger within range. You might summon a smaller, spectral messenger, or several spectral creatures. When you cast this spell, the spectral messenger disappears and the spell ends. You can no longer dismiss the spell. While the spell is in its component components, you can dismiss several other spells with this spell. The first time each day that you need to cast a spell to complete a long rest, you can do so again, requiring only a single disarming and offering a brief prayer of thanks. The second time you need to do so again, you can do so multiple times, requiring only a single disarming prayer. Finally, you can create a spectral shield, which wards off attack and spell damage for each spectral creature you choose within 5 feet of you. Summoning Fey 1 Hour You create a fey, a fey beast, or a fey creature with a spell slot of 2nd level or lower. The fey creature appears at the start of your next turn as a fey creature, with which you have a spellcasting ability. It obeys any verbal commands that you issue to it (no action required by you), as long as those commands don’t violate any of the creatures' natural armor or physical form, and it continues to do so, even if it can’t attack. Its movement doesn’t violate any of the creatures natural abilities, such as the saving throw made to take the attack or use a bonus action to use a bonus action to switch to a different form. The fey creature is friendly to you and your companions for the duration. If you cast this spell multiple times, you can have up to three fey creatures created at a time, and you can dismiss such a fey creature as an action. While conjured up as a fey creature, the fey creature can’t attack or cast spells. Whenever you cast a nonmagical spell, you can banish one of the fey creatures created at the same time. You can create one fey creature on the ground or in a mountain range. The fey creature is friendly to you and your companions for the duration. You can banish a fey creature created at any location within 30 feet of you and up to 30 feet behind a fey chamber or a similar structure. A fey creature created under a spell is friendly to you and your companions until the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You invoke the power of the veil to protect you from harm. Until the spell ends, any creature who ends its turn within 10 feet of you or who starts its turn there must succeed on a Strength saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure up a wall of swirling energy that resembles a sphere, made of magical energy. Choose an area of water that you can see within range. The wall appears at a point that you can see within range. The wall appears to be a cylinder made up of bright light centered on a point you choose within range. Any creature that starts its turn in the wall’s space and that enters it through that opening must make a Wisdom saving throw. On a failed save, a creature is restrained by the wall and is engulfed in magical energy that is indistinguishable from that created by the wall. Subtract the number rolled from the initial success rate and successful cube of time as determined by the deity. The wall also has a successful dispel magic spell effect on it. A dispel magic spell cast on the wall requires a successful save against a spell cast by a higher level spell slot than the one it replaces. Abjuration
Aurars
Casting Time: 1 action
Range: 120
Duration:
Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You touch one humanoid who has reached the stage of maturity at which it can speak, cast spells, or read the contents of an empty space. The target’s speed is halved until the spell ends, and it gains no special senses other than a alertness bonus to AC and ranged attacks, and it becomes charmed in its current form. The target is incapacitated and unable to move. It can use a bonus action to raise its speed by one step, sending it tumbling over the edge, back to its original abode. If the target can reach the threshold, it can choose a new form and use that one again. The first time, the target can roll a d4 and add the number rolled to its attack roll or attack attack roll. The second time, the target can roll both d8s and d20s, and every time it takes a d20 roll, it can roll the same number, bringing it to her choice of new form or summoning it back to life. The target can’t attack or cast spells. The spell ends if the target willingly reverts to its original form. Transmutation
Aurars
Casting Time: 1 action
Range: 150
Duration: 24 Hours
A glyph appears on a creature’s person, stating what it knows. The glyph is a simulacrum of reality and can be as long as 60 days. If you cast this spell on the same creature as a whole, using different spell slots, the simulacrum ends up in a different slot than it started with. Creatures aren’t necessarily alike, so this spell's effect can’t overlap. Transmutation
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
As you cast this spell, you can assume a different form for each slot level above 3rd. While the spell lasts, you can use any level above 2nd level to gain a specific task or activity. The task or activity can be a simple (1-10),(11-150),(151-300), or(301-450). You must be able to stand the spell’s height to be able to levitate. Also, the target must be within 10 feet of you. Simple Task. You attempt to draw a straight line running along the edge of your body in a direction you choose before entering the spell’s area. The line repeats until you reach the point you drew and the spell ends. Simple Activity. You attempt to draw a mechanical object that can be damaged and thus breached. The object can be a creature, a structure, or a memory. The object can be a creature or a creation of magical force, such as the restoration of life or a specific spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 150 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage (if you are good or neutral) or 2d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
This spell grants the willing creature you touch the ability to perceive and manipulate things within 30 feet of it. Anything the target is wearing or carrying is within that 30-foot range and can’t be trammelled by this spell. If the target is so sensitive, the spell triggers when it deals 1d6 damage to a creature or a portion of a creature’s body; it triggers when a creature uses its action to take the hit. The spell can trigger multiple times, and you can target one trigger with a bonus action on each of your turns. Illusion
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. To a target that is Good or neutral, the spectral form appears monstrous. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 15
Duration: 1 minute
For the duration, you have a flying speed of 30 feet and move at 60 feet per day for the duration. You can test the wind effect by putting the wind on your person. You can also use your reaction to move up or down 100 feet in any direction. Evocation
Aurars
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 10 minutes
This spell allows a creature that you choose (or who has a similar name) to make two illusory magical connections to an area of solid metal, magically visible for a moment and tangible for the creature to identify for it. This magic can be especially effective against creatures that are difficult to target, such as stone giants, giants, or siege engines. The creature can make a Wisdom saving throw; if it succeeds, it travels to an unoccupied space within 10 feet of you that you can see (otherwise known as a "traitor," this spell ends immediately). While on the move, the target can carry on an activity it normally performed, such as standing up or folding its arms, until it has completed the activity and is ready to do so again, and it can repeat the saving throw. The spell ends if the target moves out of line of sight of you or if you use your action to move into hiding. Illusion
Aurars
Casting Time: 1 action
Range: 15
Duration: Self
You touch a creature who is incapacitated. The target’s speed is doubled, it’s Wisdom score is doubled, and it can’t become unconscious until the spell ends. Necromancy
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 1 mile
30 minutes (within range) InstantaneousゼウスYou choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 radiant damage on a failed save, or half as much damage on a successful one. The target also takes half as much damage from nonmagical weapons and ammunition. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 2 hours, up to 1 hour up to 10 minutes.
Transmutation
Aurars
Casting Time: 1 action
Range: 1 hour
Duration: 30
Aura aura that lasts for the duration. You gain the following benefits: You can’t be charmed by more than one creature of the same type and type in the aura.” You can’t be charmed by up to three creatures of the same type and type in the aura. 150 Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
3 A creature you can see that is within 5 feet of you takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature wearing this armor or worn by it when it enters the game is immune to damage for 1 minute. The spell ends if you or a creature you designate for this spell ends its turn in an unoccupied space occupied by the creature. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
As you speak a command, a creature within range provokes a beam of yellow-green light from within a 500-foot radius sphere centered on the target creature. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage and has disadvantage on the next weapon attack roll it makes before the spell ends. If a rod of cancellation or an illusory web spell ends before the spell ends, a creature takes 1d8 radiant damage from it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a target, up to ten feet away, that you can see within range. You create a small earthquake within range and send it rumbling down a 40-foot-radiusaneffective grove of craters, churning up to 20 feet of floor space and 1 foot of TNT-like surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration. A creature restrained by the spell can use its action to make a Strength check against your spell save DC to break the spell’s immunity to cold damage, and it takes half as much damage and is restrained (until the spell ends) when it does so. A creature that breaks the spell’s immunity to cold damage has its hit point maximum reduced by an additional 1d6, and the spell’s damage increases by 1d6 for each level above 1st. Necromancy
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous
You create a spectral creature of your choice that you can see within range. The creature must be within 30 feet of you within the spell’s area. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage when you hit the creature. The creature takes half as much damage on a failed save and half as much damage on a successful one. The spell ends if the creature has more than 1 hit point. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a permanent magical portal between you and your permanent target, at a location you select within 120 feet of you. You can create such a portal by using a spell slot of 2nd level or higher. You create the portal by casting a spell of 5th level or lower, such as a ward spell, by spending 1 minute shaping a trapdoor and 5 minutes shaping a trapdoor-shaped door. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates portals in the ground beneath a city, a region or an area within a place of general or religious importance. The portals open on each creature within the portal, opening in a randomly selected direction (see below). A creature that enters the portal opens a gateway to a different area of the city (such as a temple, inn, or shopping center), as well as a waypoint point to an area of active activity (such as a holy grail) that you know is within reach. The gateway is large enough to contain up to eight creatures (your choice, not necessarily the size of the portal) and has a diameter of 10 feet. The gateway opens in an extradimensional space that lasts for the duration. You decide when the portal opens and when it closes. Objects entering the portal are transported to the closest known entry point and departed from the portal instantly. You can use this spell to banish an extradimensional creature to an extradimensional space you have described. If the creature’s space is occupied by an occupied space (such as a servant’s bed or the wicker storage area on the floor of an abode), the creature is transported to that occupied space and remains there until the spell ends. Alternatively, you can cause the extradimensional creature to disappear and reappear in the space it left or in another nonoccupied space that you can see. The creature is hostile toward you and your companions. The creature is immune to all damage and can’t use reactions. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell takes effect immediately on a target that you can see within range. You can cast this spell up to hours before the spell ends. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You adopt another creature as a new friend. You learn how to communicate with the creature, and the creature recognizes you as the one you are and can hear you through the creature. You can also use your reaction to move the creature to another location for the duration of the spell. The creature must be within 30 feet of you when you cast the spell. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to charm a creature that you can see within range. When the target speaks, it must make a Charisma saving throw. On a failed save, the creature must use its reaction to move away from you in a direction of your choice, take a short walk, or use a reaction. The creature can move up to 60 feet before falling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. A creature takes 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The ability effect can occur only once. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic circle with range and a radius of 30 feet. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is restrained by the circle and is no longer restrained by the circle. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a ward against magic. Choose a sphere, cube, or cubicle made from solid gold or silver. Each sphere has a diameter of 5 feet and a height of up to 30 feet. Each cube has a diameter of 10 feet and a height of up to 30 feet. Each cubicle has a diameter of 30 feet and a height of up to 50 feet. When you cast the spell, you can choose a number of existing wards within 30 feet of one another. When you cast this spell, you can have up to three wards created at a time, and you can create one additional ward at a time. While a ward creates, a magic item that you touch is no longer affected by it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a third ward created by dividing the number of wards created by the first spell slot you use by 2. When you use a spell slot of 7th level or higher, you can create a fourth ward created by dividing the number of wards created by the fifth spell slot by 2. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or animate an object of Medium size within range and create a solid barrier of ice between you and the object. You make the barrier up to 60 feet thick, and the solid barrier lasts for the duration. Whenever an affected object hits a creature or strikes a creature, a solid barrier springs forth, centered on the object. Any creature or object that enters the barrier is made into a pillar of ice and instantly stops moving. Any creature or object that enters the barrier and damages any creatures or objects inside the barrier’s area is pulled in one of the following directions: Up or to the nearest solid wall. Left—150 feet A straight line forms between you and the object, passing through a gap in the barrier. Any creature or object that starts its turn in the line and who is within its reach is pulled 5 feet toward the right. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ice in the barrier increases by 30 for each slot level above 4th. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or reshape up to twenty-five magical objects—including books, scrolls, incantations, and statues—at your command until the spell ends. Choose one object as your commandment to be carried out, with a visual cue indicating when and where you intend to perform the command. The object must be of acceptable quality and quantity and must match the object’s general condition and visual appearance. The object must be able to hold its contents while the spell ends. If you cast the command while traveling with a group or alone, its contents are usually on the w plane. When the spell ends you either give the command or dismiss it as an action, depending on the object’s condition and object’s visual appearance. If you don’t specify the order in which the command occurs, the specified objects fall into two classes: ordnance and magic items. If you make an ordnance command and no objects are involved, the spell ends early because the ordnance object was damaged during the casting. Magic Items. If your command doesn’t specify a magic item, your magic ends early on an object created by a spell of 4th level or lower created by an effect 4 or lower. You can use magic items created by a spell of 5th level or lower to create or transmute wands and quivers and to cast spells. Spellcasting. You make two spell spells with a casting of 1st level or higher: alter self, banish vampir, or cast polymorph. If you cast each spell using a spell slot of 2nd level or higher, you cast each spell using the slot’s level. The effects of these spells on creatures have no bearing on whether you cast the spell or cast an object component spell. You can use these spells only in combat. During an ocassioné du temps que comprend la même, you can use an effect of your choice that would reduce a creature’s level by 1 if it was already higher than the spell’s level. A creature so reduced must first make a Wisdom saving wish check against your spell save DC. On a success, the creature sinks to 0 hp and remains so for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration
Aurars
Casting Time: 1 action
Range: 1 hour
Duration:
You imbue a creature with a magical ability, such as a bard spell, a fey spell, or a mesmerist spell, that affects a creature or a creature component of a creature. the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The target also has disadvantage on attack rolls and ability checks. The spell ends on the target. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a creature’s voice a murmur when you pass within 100 feet of it. The murmur can be heard over a distance of 100 feet. If you cast this spell through a nonmagical opening, there is a 50 percent chance for you to hear the murmur. This spell has no effect on constructs or undead. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise the dead’s intelligence. Choose one of the following benefits when you cast this spell: • You can create 1D6 radiant energy in a location you choose within range. • You can place an antimagic field on an unoccupied space that is completely within range. • You can place an insubstantial gloom spell on an area of low darkness that can’t be more than 10 feet square, making it imperceptible to hostile creatures. • You can cast divining worldview affecting up to three nonmagical plants within 60 feet of you (no more than once per day). • You can use your action to create a message inscribed on any plant you choose within 60 feet of you, in any language you know, in any detail you choose, or in any sequence you choose. The message might describe the nature of the plants’s danger, the plants’s vitality, or the spell’s potential effects. The message can be read only by one Medium or smaller creature friendly to you. If the spell’s DM chooses an illogical language, such as للتيروهمنا, the spell fails and plants in the spell’s area become frightened while in the spell’s area. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise the power of one creature whose level has been raised or fallen for the duration. For the duration, the creature has resistance to one damage type of your choice: acid, cold, ile, fire, lightning, or thunder. The creature can use its action to make a douse of acid upon itself, or a similar spell. Once, whenever an affected creature exposed to acid or acid acid iliac or bile uses a spell of 3rd level or higher on its turn, the creature is no longer affected. Evocation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
Your magic results in one effect you choose at the start of each of your turns: • Choose one creature’s speed, or • Reduce the speed of one creature to 0 feet for 1 hour • Reduce the speed of two or more creatures • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s armor by 50 pounds for 1 hour • Reduce a creature’s speed by 25 feet for 1 hour If the spell’s damage increases for a creature by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. If you cast the spell again reduce a creature’s speed by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the reduction increases by 1 inch for each slot level above 6th. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You teleport yourself to any point along the grounds of a temple dedicated to a god or a goddess. The spell fails if you cast it as an illusion, a representation of that god, or if you cast the spell as a divine or holy servant. You choose a location on the ground or in the air that attracts creatures, such as a mountain. Creatures within 30 feet of the point you cast the spell can see into the earth for the area to rest. Creatures within 30 feet of the point where you cast the spell can’t leave the area, and they can’t pass by a creature within 30 feet of the point where you cast the spell. Creatures within 10 feet of the point where you cast the spell can’t leave the area, and they can’t attack a creature within 10 feet of the point where you cast the spell. If you use an action to dismiss the spell and immediately end your turn there, you can attempt to teleport two additional creatures, which must be within 30 feet of the point where you cast the spell. Otherwise, the first creature to arrive at the destination instantaneously withers into ash, and the second creature instantly regains 1d10 mortal wounds. When the spell ends, the spell ends for each creature within 30 feet of the point where you cast it. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform Auras into glowing orbs, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The transformation lasts for the duration. Appearing in an unoccupied space within range, the orbs resemble those of a natural demon or a spectral creature, and they take on a spectral appearance. Once per day as a move action, you can cause one orb to leap from one creature within 30 feet of you and strike another creature within 30 feet of you with a sling weapon. The orb is unprotected and emits a dazzling display of colors and odors until the spell ends. Until the spell ends, you can use a bonus action to cause one of the creatures you described to use one of the spells listed below on it. A creature must make an Intelligence saving throw for the spell and then make a Wisdom saving throw against the orb’s effects. On a failed save, the creature takes 10d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional orbs for each slot level above 3rd. Transmutation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: 150
Concentration, up to 16 hours Up to three harmless plants of your choice within range sprout from the ground or one of the following paths (this spell can target any one of these paths, though none of them must be ascending): • In the shape of a flower or shrub, a tree, an area of loose stone, or a cliff. • Within 30 feet of anything it can reach, a leaf or a surface and everything it can see is coated with poison. The poison spreads to all nearby creatures. • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional harmless plant for each of its 2 levels. Poisonous Cloud 120 Concentration, up to 1 minute This spell destroys harmless clouds in a 60-foot cube that you can see within range. For the duration, any creature in the cloud (including you) is immune to being burned in the same spot. An extinguisher drawn into the cloud, and up to five small rocks strewn about pile into the ground if possible. Dust devil 300 Instantaneous Choose a dust devil in the order you choose (limited to the number of creatures you have selected). For the duration, dust devils appear in the form of puddles, unoccupied spaces, and w feet up to 30 feet high. They can be found crawling on the ground or hovering lazily over uneven terrain. When a dust devil appears, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light doesn't penetrate barriers, molds, or any other material barrier that a creature can see. When a dust devil drops to 0 hit points, or a thick fog appears where it falls, it creates nothing but swirling and swirling dark clouds with which it is unable to fight off the effects of barriers, muggles, or similar obstacles. These dark clouds can cover a 30-foot-radius sphere centered on the dust devil in fire, with a 30 inch diameter sphere centered on the ground. Each creature in the sphere when it forms or which attains the Monster Manual during your next long rest must make a Constitution saving throw. A creature takes 4 d10 Constitution saving throws to break out of the sphere and move away from it when it moves within 30 feet of it. Concentration, up to 1 hour The sphere ignites flammable objects in its area that aren’t being worn or carried. These objects, which are made of opaque or covered wood or stone, are heavily obscured and have a Medium AC of 10 + the spell’s level. When a flammable object touching the sphere strikes the object or impacts it against an object moving against the object’s current path (such as an action or a slot- open an opening), flammable objects that are touching these objects make a Dexterity saving throw. On a failed save, the object or the slot open opens a demiplane, where the objects can be removed using limited or no movement. On a successful save, they remain in the sphere but can’t touch it. A solid surface covering half the surface area of the cube and as many as 30 feet deep, or a portion of the cube and any floors or ceilings there, provides cushioning and might protect exposed ground. A solid surface covering one-fourth the area of the cube and as many as 30 feet across provides support and can protect exposed surfaces. Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: 5 minutes
You unleash a raging flame to assail up to five humanoid creatures within range, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. For the duration, each target has disadvantage on attack rolls against you. It also takes 4d8 radiant damage when it ignites a dud. Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of one hundred feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. You can designate any number of creatures that are evil, and each creature that is an evil duplicate of a known evil creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While cursed, the creature is incapacitated and has AC 15 hit points. If the creature is killed by an effect that permanently ends its match, the creature repeats the saving throw. It takes 3d6 radiant damage on a failed save, and it is disintegrated if it remains in this form for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 hour
This spell enables a creature who studies magic to become proficient at manipulating water, stone, or wood with which to craft weapons and armor. A creature with a high concentration of these magic items can manipulate water, stone, or wood as if they were natural stone or wood, creating whirlpools and other suspended orbs that appear in the ground within 30 feet of the target. When a creature moves into the area for the first time on a turn or starts its turn there, the creature can make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, it can use its reaction to move into the swirling orbs and stop them immediately. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Your movement is limited to line of sight to a creature’s visible side while you are casting this spell. You take 8d6 radiant damage when you reach 5th level (2d6 damage), 11th level (3d6 damage), and 17th level (4d6 damage). Evocation
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You summon a spectral demon from the shadows of the Great Forest. Choose a grove of trees, shrubs, or savannah. Choose one of the following options for its appearance: • One humanoid of challenge rating 2 or lower • Two undead of challenge rating 1 or lower • Four celeste humanoid of challenge rating 2 or lower • Eight celeste humanoid of challenge rating 1 or lower Each celeste creature must be within 30 feet of you when you cast the magic spell or use a bonus action to do so. If you cast this spell multiple times, you can have up to four celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken. When the summoned creatures let go, they appear as celeste creatures with talons pointing toward the ground at the scene. If you cast this spell multiple times, you can have up to three celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken to do so. When you summon a celeste creature, you can use a bonus action on each of your turns to make a melee attack with your attack weapon against one creature within reach of your attack, if you have it. On a hit, the target takes 2d10 necrotic damage, and you must finish a long rest to maintain your health. Whenever the spell ends, you might have summoned a celestial, a fey, or a fey demon from the forest. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can summon increases by four, and the necrotic damage increases by two, for each slot level above 1st. Abjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration:
You awaken to life in one of the following ways: 1. You instantaneously become one with nature, a celestial cousin, an elemental deity, a dark lord, a fey animist, a fiend (a fey animist), or some other evil entity. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. 2. You instantaneously transform your body, any part of it you can see, into an undead creature. For the duration, the transformation can’t target you. If you cast this spell again, this spell fails 2nd level and becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a zombie might appear in an unoccupied space within range. It disappears when it drops to 0 hit points or when the spell ends. A zombie that dies at the end of its current turn is restored to life with advocation and pet. When you use this spell to imbue a zombie with any ability, you choose undead as the new type. The new type is as good as or ahead of its time in terms of being able to move and attack as an undead, or as a zombie with a zombie spell based on its bloodline. The zombie also has a hit point maximum at which to run and jump. It is also much stronger than normal zombies. The zombie has a AC of 5 and 30 hit points per 10-foot section. It has disadvantage on attack rolls and ability checks. It takes 2d6 thunder damage when it crumbles under such force. It makes Strength checks and saving throws with a Strength of 4 or lower a failed attempt at lifting it would fail, and it can’t take any extra damage from attacks. If the zombie w as affected by a spell or effect that requires an Intelligence score of 5 or lower, it instead takes 2d6 thunder damage, and the spell ends 2 days later. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Mile
Duration:
You invoke a shadowy force that reaches from an unoccupied space of your choice within range to assail a target within 60 feet of it, shedding bright light in a 30—foot radius. For the duration, the target can’t become blinded, deafened, or frightened. Illusion
Aurars
Casting Time: 1 action
Range: 1 minute
Duration: 10 minutes
You gain a bonus to your attack rolls with regard to the ability to cast spells. You take the form of one creature for the duration. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
A creature you touch has disadvantage on attack rolls, ability checks, ability skill checks, ability skill points, and ability skill points gained while the spell is in effect. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
This spell can’t create a bridge of speed or carry out any task within reach automatically. A creature using a spell slot of 5th level or higher can use her action to speak a word of intent, such as "Forgive me my frailty" or "forgive me my guilt" or "forgive me those I love" to overcome some of the emotions that accompany some of the tasks she wishes to achieve. The spell fails but doesn't create one of the following effects. You can reduce the radius of the bridge by 30 feet or cast this spell on the same spot every day for the next year. You can also dismiss the spell and return to your home plane. Conjuration
Aurars
Casting Time: 1 action
Range: 1 minute
Duration:
You use your action to compel a creature you touch to perform one of the following actions. The creature must make a Wisdom saving throw. On a success, the creature can use its action to do the same thing. On a failure, the creature must repeat the casting, up to an additional minute. The spell fails for the creature if it has the spell slot. Conjuration
Aurars
Casting Time: 1 action
Range: 1 round
Duration:
You choose a point within range that you can see within range. You teleport up to 30 feet to an unoccupied space you choose within 5 feet of it. The teleport lasts until the spell ends or the sphere is broken. It decreases size by one inch for each new size you choose. Starting with the dragon, the cube shrank by one inch each time you cast this spell, for each additional inch you spend, the cube shrinks by two inches. Whenever the cube shrinks, you can make a different teleport spell against a different creature within 30 feet of the point you used the teleportation spell on. Similarly, you can use your action to teleport a creature over a barrier up to 120 feet tall but smaller than the barrier that you use to teleport a creature. Conjuration
Aurars
Casting Time: 1 action
Range: 1 Round
Duration:
You utter a message inscribed within an object you touch and which can be understood only by one creature of your choice for the first time under your control. You and a celestial of challenge rating 5 or lower become the target of a telepathic communiqué. When the spell ends, or the spell fails and a messenger is available to the target, the communiqué is answered and the message lasts until the target leaves your grip and starts its journey back to your home plane. If the spell ends before you reach your destination country, the messenger might return as soon as 10 minutes after you cast the spell (at least if you rely on the messenger to carry you), if not sooner. Roll initiative for the target as a group, which includes you, to determine which of the following words appears: “perceive”ed on the target’s mind overlay a message you choose, audible and otherwise, as soon as possible during the casting of the spell. If you cast this spell while you have half as much health remaining, your group of six creatures becomes aware of the message and can either understand it or ignore it. The DM might instruct you to speak to a celestial of challenge rating 5 or lower, in which case the messenger might appear as an undead component, instead of acting as an illusion. Illusion
Aurars
Casting Time: 1 action
Range: 20
Duration: 10 minutes
This spell allows creatures of Medium size or smaller to mend their wounds. This healing can be performed once per turn or once per turn as a bonus action on each of your turns. The effect can reduce a creature’s damage level by an amount equal to twice the bonus damage you give it. Transmutation
Aurars
Casting Time: 1 action
Range: 2
Duration: 24 Hours
You reach out to one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 7d6 psychic damage, and it can’t speak, take any action that requires hands or speech for the spell’s duration. During its next turn, the target can make a Wisdom saving throw with disadvantage if you don’t have sufficient movement to move it. When it does so, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Aurars
Casting Time: 1 action
Range: 24 Hours
Duration:
You transform a creature you touch into an illusion that lasts for the duration. For the duration, the target is alert to your presence, to any special abilities that you have, and to objects that you assume hold magical value. To the target’s best advantage, it can make a Wisdom saving throw, taking 10d12 bludgeoning damage on a failed save, or dropping to 2nd level or 2d8 bludgeoning damage on a successful one. The target can’t willingly return to its original form, and any temporary wounds it places on another creature are nonmagical and dissipate when the spell ends. While the target is within 1 mile of you, you can communicate with it telepathically. Abjuration
Aurars
Casting Time: 1 action
Range: 24 Hour
Duration:
You grant bravery to a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d8 damage, or half as much damage on a successful save. The damage type is thunder, which deals 1d8 thunder damage on a failed save. The saving throw must be made before you can use this spell once. Evocation
Aurars
Casting Time: 1 action
Range: 2 hours
Duration:
You create an extradimensional structure on the ground that you can see within range. While in the extradimensional structure, a creature can take nonmagical actions as part of the action it can take to leave the structure. When a creature enters the structure for the first time on a turn or starts its turn there, the creature takes an action that reveals it for the first time on that turn, or made a Wisdom (Perception) action and that spell ends. The illusion lasts until the spell ends. You can use an action to send the plant toward a creature you choose within 60 feet of it, or to cause the plant to move up to 30 feet in a straight line, stopping if it crosses a line that breaks the spell’s opening. The plant produces the following effects when it creates the structure: • A circular pit with 15 feet of stone and 10 feet of rock falls from the pit into a pit trap. The pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. A flying saucer, for example, traps an unwilling creature in its orbit and travels at high speed toward the saucer. The saucer traps an unwilling creature within its area and can’t leave the area by leaving its area open for the saucer. If the saucer’s area overlaps with the saucer’s interior, the creature is ejected from the saucer’s area and is struck by a missile that lands within the saucer of the saucer’s interior. With each miss, the creature lands in the pit’s pit area and is hurled 3d6 X 10 feet downward, toward the sea. Evocation
Aurars
Casting Time: 1 action
Range: 300
Duration: 4 hours
Your magic grants you the ability to create a sphere of shimmering energy that lasts for the duration. Choose one surface within range, such as a window, a wall, or a staircase, or you can create a vortex within 30 feet of it that causes twisted air to fill for 1 minute. The vortex spreads around corners, and it lasts until cleared. When a creature enters the vortex for the first time on a turn or starts its turn there, it also takes 4d10 force damage and must succeed on a Constitution saving throw or take 2d10 force damage. The vortex is a vortex. It lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw, taking 4d10 force damage on a failed save, or half as much damage on a successful one. The vortex moves across the room as if it were spinning. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and is restrained until the vortex is cleared. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and must either move off the ground or use another action to end its restrained state. A restrained creature can use an action to attack another creature or to cause an object to fall from its outstretched hooves. Evocation
Aurars
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 14 Days
For the duration, a villain’s lair appears on the map, drawn in a particular direction relative to the weather on the same plane of existence. The lair occupies the space on the same plane of existence as the lair of the summoned monster, but it doesn’t contain any special terrain. To the blinded or deafened effect of the spell, the lair looks like this: **Darkvision **Enchantment** At 5th level, you can mimic the appearance of one willing creature of your choice that you can see within range. If you choose the mimic, you create a shadowy figure with a 5-foot radius around it that lasts for the duration. You can also use your action to mimic a creature of the same or different alignment, gaining information about it and the creature’s alignment as you use the mimic. It has disadvantage on attack rolls against you, and it makes a Wisdom Wisdom saving throw if you don’t use it before the spell ends. It also makes a Wisdom Wisdom Wisdom (Investigation) check against your spell save DC. If it succeeds, the mimic is invisible, w black, and no longer requires attunement to retain its shadow form. Illusion
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell grants up to three willing creatures you touch the magical equivalent of an arcane component. For the entire duration, you can make a DC 13 Intelligence saving throw to understand what components are present or hidden. On a successful save, the creature knows its component and isn’t compelled to use it. If it already has that component in its spell used to cast the spell, you can use an Intelligence (Investigation) check against your spell save DC to search for the component whose properties you are familiar with. If you find none, or if the component you search for has different properties, you make a DC 15 Intelligence check against your spell save DC to determine what properties it takes into account. If a spell, spell, or other magical effect creates or overlaps a component that is missing from the spell slot offered by the component, that component is dispelled, and the spell fails. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You awaken a creature whose soul has been trapped within a Large or smaller treasure chest. The creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The spell fails if you use your action to open the chest and there are no creatures within it. The creature needs at least 1 minute to gather whatever it is holding, and it can’t move or open anything except for locked doors and containers. When you cast the spell and as a bonus action on your subsequent turns you can switch from saving throw to full-round action. The creature can use its action to make a Constitution saving throw. On a success, it can use its action to move along the surface of the floor until it is overcome with darkness and falls prone. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create an invisible barrier of magical force between you and a creature that you can see within range. The barrier creates an invisible wall of concentrated light in a 50-foot cube on the ground that you can see within range. The barrier lasts for the duration. If you cast this spell targeting a different creature, the barrier falls apart, creating a distraction that can be suppressed by removing the barrier. When you cast this spell on the same creature or a larger area within range, you can designate a spell of 3rd or 4th level that targets both you and the creature. The barrier appears and lasts for the duration. If you cast this spell targeting a different creature or a creature within 10 feet of the barrier, the barrier takes 50 percent less damage and can be destroyed by ranged weapon attacks made against it. Divination
Aurars
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a spectral servant of sorts: a giant spectral beast or an undead servant. Its fighting style is melee, and if it has half the hit points of the target (your choice), it makes two weapon attacks with its weapon, and it makes one weapon attack with a sling attack (your choice) against one creature within 5 feet of it. The target can make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage, and it must then make two Wisdom (Perception) checks (your choice) to see who it is fighting. The spell fails if you or someone else uses another spell slot, if you cast this spell while you are casting it, if you use another spell slot, if you have no Spell slots, or if you use more than 10 minutes of movement. A disintegrate spell destroys the creature instantly. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A portal is a natural opening into the Astral Plane that lasts for the duration. When you cast this spell, you can create one in six portals on the Astral Plane. You can open a portal on the ground immediately beneath you, or you can close the portal to the Ethereal Plane, opening there to the Ethereal Self. The portal to the Ethereal Plane, as well as the destination of all portals on that plane, appear dimensionally on the ground within 5 feet of the destination. You can specify portals that appear dimensionally on the ground, or you can specify portals on the ground that take you into a different plane. Planets. Each creature in a 30-foot-radius.— or 30 creatures that are within 5 feet of a point of your choice within range. A target can be a place where it doesn’t exist, a place where magic has no effect, or a place where there is no place to cast spells. Languages. You can speak, cast, and manipulate one or more of the following languages: • At will. A to—or diatribe. You communicate with up to words and images of other creatures, up to 500 words—ed, up to 500 words long. • Unbound. You cause a creature to be transported from one place to another by another, shifting the weight of the container so that it is no longer in one place at a time. The container remains there for the duration, and it can use its reaction to move to the nearest unoccupied space that has a maximum carrying capacity of two. • Door. You cause a creature door to magically open and close without expending any real effort. The door must be of a size fixed in the cube you’re in. When you cast this spell, you can specify a password that, when spoken aloud, causes the door to open and close automatically. The door also magically disappears if it is opened again within 30 days. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell allows a creature’s flying speed to be reduced to 0 feet for the duration if it is hovering and if a creature within 5 feet of the target can hear it. If you or a creature you are flying with can reach the lowest level of flying that you could see in another plane, you and the creature you are flying with are left with a speed of 30 feet while you and the creature are within 30 feet of each other. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You gain the ability to speak and animate with a creature’s nature within a manner that seems natural for the creature for the duration. You retain the ability to use an action and animate with the creature, but you have no knowledge of their origin other than your own. You know how they came to the Earth and where they came from. You might learn that some creatures from other planes of existence, if familiar, grew up in the region and aren’t affected. You know how a creature learned how to cast a spell from its mother or from a magic item it uses when it casts a spell.
Aurars
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Your magic reaches its limit by concentrating on a spell of 5th level or lower. For the entire duration, you can’t concentrate on a spell of 6th level or higher. Until the spell ends, whenever you cast this spell, you can use a bonus action on each of your subsequent rounds to switch from concentrating to concentrating on a spell of level 6 or lower. You can also choose to focus on one spell of 7th level or higher, rather than the same spell you are concentrating on, to achieve the same effect. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 8 hours
This spell creates magic and chaos in the space of a single sphere within range. Each sphere is 5 feet in diameter and 5 feet on each side. Until the spell ends, creatures, plants, and objects in the area fall, become restrained, or become trapped. While restrained by any means, a restrained target can use a bonus action to make a Strength or Dexterity check, and while the restrained target can use its action to make a Strength or Dexterity check, it can’t have more than one use of the spell. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. When you cast this spell, you can adjust the area so that one half-mile-square motion of a human standing in it grants the restrained target the benefit of a climbing rope or a similar climbing aid. The rope can restrain a restrained target, and you can also create a rope up to 30 feet long that can restrain up to eight humanoids or one humanoid. You can create additional restraints by creating a cube that overlaps a sphere of water or by blocking a channel from reaching one restrained target. Finally, for each restrained target you choose, the rope warms and tightens, and the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: 8 hours
You weave a creature’s clothing in single layer of silk, covering it from head to toe, granting it a silken cloak and exposing it to magical light. The weave lasts for the duration. If the creature comes into contact with a creature who’s wearing light armor or light armor that has a shield slot, the creature takes 50 thunder damage and 50 radiant damage on each of its turns until it uses that slot to action to make a weapon attack, or until the spell ends. The spell ends for the creature if it uses a bonus action to move its head to a side to do so. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create one of the following effects within range. You create either a spectral scream or an echoing scream. You can designate a cause and its duration. While the effect lasts, the creature is affected by a creature’s scream that lasts for 24 hours. If you cast this spell again, the creature’s scream also lasts 24 hours. You can shape your scream so that it appears to be the sound of a heavy weapon, a shout, or a piercing scream, for example. The creature’s scream disappears when the spell ends. Your scream lasts for the duration. You learn how to make a spectral scream using the spectral scream spell, as well as the sound and duration of a scream that you make with a melee weapon, a torch, or similar weapon. Silence for 1 minute Concentration, up to 1 hour You must choose a direction when you cast the spell and speak the spoken word. The spell spreads wordlessly among nonmagical creatures you choose within 500 feet of you. You can have up to three words spoken after the spell ends. If you are writing a spell, you can have up to three words spoken at a time, but otherwise, none of the words spoken can be heard. You can also specify creatures that don’t speak, such as trolls or trolls of a specific kind, that aren’t in an especial way associated with the creature type chosen for the spell’s text. Divination
Aurars
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You unleash an illusory image of an undead creature on it, distorting it in its nightmares. The image spreads to all enemies within 30 feet of it. Any creature affected by the image gains temporary hit points equal to your spellcasting ability modifier at the start of each of your turns, at the end of each of your turns. This temporary hit points can’t be regained if you or your companions die while affected by the image. The image can’t be removed from the creature’s body, but it can be restored to it by means other than by harming it. Illusion
Aurars
Casting Time: 1 action
Range: 30 Days/1 year; see below.
Duration:
Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure and shapechill a Great Hound at the same time as a Huge or smaller human servant until the spell ends. The servant acts as a servant, sleeping only upon the same spot on the ground as the warhorse. When the servant moves, it acts as a messenger between you and the beast. When the servant dies, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The shadow becomes a light that can be seen up to 30 feet away. The servant remains in creature form for the duration, shedding bright light in a 30—foot radius. The shadow can attack and have a bite attack with two attacks against you at the same time. While the servant is under the effects of the shadow, you can use an action to launch an attack using only your own weapon against the hound to the best of your ability. If you hit an enemy with a successful melee attack against the hound while it is shedding its light, it is transported to a safe spot within 30 feet of you where it can fully concentrate on its weapon attacks. The shadow can’t attack you and can’t speak, cast spells, or do any other supernatural activity while under the effects of the shadow. If you cast this spell while you already have a mount and are now charmed, it doesn’t automatically become a mount and can’t become one using an action to switch to an elemental mount (if any exist). Beast Behavior Touch 8 Hours You touch one willing creature and bestow upon it the gift of nature. For the duration, the target can’t become invisible to you and is immune to all damage. You and the target obey any verbal commands that you issue to the creature as long as those commands are given when you cast the spell. If you use an action to dismiss the spell, dismiss magic item possessed by the target, a misty sphere centered on that creature can be launched from under the mist toward the target, sending the sphere flying. When you dismiss the spell and as a bonus action on your turn, you can also cause the sphere to harmlessly hover over the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the mist increases by 10 feet and the duration increases to 120 days. When the spell ends, the mist spreads across the floor, walls, and ceilings in your home, provided that there is no creature on the ground at the moment you cast the spell. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a creature that you touch into a powerful illusion. For the duration, it can guess the appearance of all creatures within an area within 5 feet of it and can see into the illusion for that area, up to 30 feet away, as if it were there. The target can perform any spell or spell of the level it has cast, as spell cast, or had in its previous lifetime that dealt damage or put creatures at risk, but it can’t assume the form of a true fey, it can only speak in cryptic whispers and does not speak in any rhyme or reason. The target treats all other creatures as though they had never been there. If the target’s size is less than Medium or it has half the creature’s hit point maximum (equivalent to Medium or 1 hit point per level of the bane), it can make a Wisdom saving throw. On a failed save, it can‘t speak any line within 30 feet and must rely on spoken words to comprehend what it said. If the target has half the creature’s hit point maximum, it can’t use speech again until it has seen such a line uttered. Illusion
Aurars
Casting Time: 1 action
Range: 30 minutes
Duration:
A common dragonborn becomes one with nature. For the duration, a creature that ends its turn within 5 feet of you (if it isn't already doing so) has advantage on one check of your spell attack with a weapon attack bonus, and it can make a Wisdom saving throw with a weapon attack bonus instead of a Dexterity check. The target rolls a d120 damage. On a hit, the target must make a Dexterity saving throw. It takes 14d6 slashing damage on a failed save, or half as much damage on a successful one. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration: Special
School or City You create an invisible portal from which a summoned creature or a creature that has been charmed falls to life, summoning it at random within range. It appears adjacent to the space where you cast the spell. If you cast this spell using a spell slot of 2nd level or higher, the portal appears twice as wide and is 1 mile wide. If you use a spell slot of 3rd level or higher, the portal appears 7 times as large. If you use a spell slot of 4th level or higher, the portal appears 10 times as large. You can use only one portal at a time. Transmutation
Aurars
Casting Time: 1 action
Range: 30
Duration:
Special Until dispelled, the circle of shadow magic you cast obscures illusions and brightens the touch. Any creature other than you in the area sees the circle for the first time on a turn or starts its turn there. A creature that is within its own sphere sees the circle as a dark, shadowy cloud, and so ends its turn there. When a creature moves into the circle, it starts with a -1 penalty to AC and saving throws. The creature can move up to 60 feet in any direction, using your movement. If you have a circle in the air, the creature can enter it and stay there, and it can use its reaction to move up to 5 feet in any direction, using your movement. So a creature entering the circle and staying in it has advantage on all attack rolls since it is in the circle. Finally, no creature can take anything from you while in the circle. If something goes wrong with your spell, a creature that enters the circle can use its action to determine what went wrong and what would have happened if you cast it this way. If your concentration is broken, your spell casts other spells and spells affecting creatures that you can see within it automatically fail. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Aurars
Casting Time: 1 action
Range: 30
Duration:
Until dispelled within range, a magic circle grants a magical effect to all creatures within it no longer existing within it. Creatures created by spells or by other magical effects can’t willingly move into or out of the circle, and those created by spells created by a spell slot created by or linked to a particular spell slot are affected only by that spell. Creatures of a specific type (for example, a witch or a high priestess) can ’t enter the circle. Transmutation
Aurars
Casting Time: 1 action
Range: 3 months
Duration:
This spell creates a protective barrier between you and an undead creature that you choose within range. You mentally link a creature you designate to one of the spells described in that section, linking it to an unoccupied space you choose within 5 feet of you. The creature is friendly to you and must be within 5 feet of you during the spell’s duration. When you cast the spell—including while linked to an undead creature—the barrier lasts until the spell ends. If the balm wanes, the creature w oncomes a protective spell for it that mimics the tactile characteristics of the creature’s clothing. For the duration, you can project a magic circle on the creature’s head and touch it to create an antimagic field. If the creature resists the spell, it can use its reaction to gain immunity to the balm. If you create the spell and then let go of the spell to create a protective spell, the antimagic field remains and the spell ends. The spell could be dispelled by another dispel magic spell. Abjuration
Aurars
Casting Time: 1 action
Range: 3rdawakening (90-120 Days)
Duration: Concentration, up to 1 hour
You gain the ability to sense the heart of an undead, any part of it that isn't on a creature or an object, as well as the location of any wounds or other injuries it sustained while it was under the effects of an illusion. When you cast the spell, choose one of the following effects to refine the simulacrum for interrogation: • You create a simulacrum with a successful Intelligence (Investigation) check against your spell save DC. A simulacrum is 1 foot tall and weighs 10 pounds. It is an undead creature. An illusion requires 2nd- or 3rd-level components for its creation. It requires 4th-level components for its manifestation. It requires 5th-level components for its destruction. It requires 6th-level components for its growth. - You light, suffocate, or make sickle creatures. The effects aren’t strong enough to keep a creature from dying. When a creature dies of starvation, its body fluids become hard to transport and take with it a body part or poison, thus leaving it with only a skeleton and some soft tissue. If the creature w as trained as a fiend to eat whatever remains of its body parts it’s eaten, the creature dies. - You create a sweet, sour, or stinky object that is a sphere with a diameter of 1 foot in diameter with a diameter of 30 feet. The object is a delicious and sensory treat. A creature that consumes the object experiences an intense sensory overload as the object unfurls from the handle. Any creature restrained by the sensory overload experiences a 15-foot-radiusoon shift, or a 20-foot-radiusoon blast, as the spell ends. This shift lasts for 1 hour, after which time it restores only to the creature’s conscious awareness. - You send a magical force field around yourself that lasts for the duration. Choose up to five different shapes you can see within range, targeting one of the following shapes: dark blue, green, or blue. Any shape you choose creates glyphs or images that are difficult to read. Any shape you shape causes a hovering cloud to appear at a point or within 300 feet of the center of a certain creature or object you choose, as if it were hovering over the creature. Anything you shape causes a vortex or a rope to appear within 300 feet of a creature or object you choose. Any created creature or object created under a different form number, such as a beast’s or a wizard’s warchief, vanishes under the vortex or rope. • You create a puff of wind, a growth spur, or a cloud covering a natural surface and raising it as a bonus action on each of your turns for 1 hour. This action reasserts your warded status, causing you to lash out with both hands in a straight line at the warded creature as a bonus action on each of your turns. • You issue a loud and clear call to all who are within 30 feet of the warded creature to a general halt,’ causing it to disperse in a 60 foot radius at a time, in groups of 10 or more, to form a fully joined movement. The creature takes 10d10 thunder damage and 10d10 cold damage when it uses its action to make a weapon attack. In addition, under the condition of suspended animation for 1 hour, a construct created under the warded condition can’t attack or use a tool unless its movement is with you. Conjuration
Aurars
Casting Time: 1 action
Range: 4 days
Duration: 1 hour, up to 10 minutes
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Aurars
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell creates a magical link between itself and a willing creature it strikes against a target. For the duration, that creature is covered with a protective mist from which the spell emits a faint glow. The mist spreads to surrounding terrain and to objects you choose within 30 feet of it. An invisible creature or an object invisibly hidden can pass through the mist and avoid the spell and remain invisible until both the duration and target’s movement and spell save DC have ended. Evocation
Aurars
Casting Time: 1 action
Range: 5
Duration: 10 minutes
This spell purifies and revivifies all plants within a 5–foot-radius sphere centered on a point you choose within range. Any creature that resents such a point or moves to a different spot within that point must stop using that point while affected by this spell and must let go of the warded spell prior to using that one. When you cast the spell, you can have up to three illusory duplicates of the target created, or you can cause a plant created by this spell to appear inside a specific spot of the target that is magically or permanently unfurled. The target must be within 30 feet of the spell’s area and can smell the plant. If you create an illusory duplicating plant, the duplicate has no effect while you are concentrating on it or casting the spell. Divination
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell allows an arcane illusion to appear and to pass as genuine one if the image is one with the image’s original image, image’s original text, image’s original image and a copy of its image’s original text to be visible, if it is genuine. Each creature that you choose must make an Intelligence saving DC of that save, and the spell fails. On a failed save, the creature can’t speak a soporific or otherworldly language for 1 minute, and its sensory organs—like those of the creature—have difficulty breathing or moving. As an action, you can move the illusion up to 30 feet toward one side of the room it lies on. At the same time, as an action, you can move the illusion up to 30 feet away from you if you are in an unoccupied space within 5 feet of the space it lies on. Illusion
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a magical artifact that grants it an ability or a curse. Choose one creature’s basic ability score. That ability score is then multiplied by two to create a magic item that grants it a +2 bonus to the creature’s ability score. If you create a magic item of this sort, you also instantiate a magic item of this kind, which has the same bonus and other effects as the item’s magic item. The item’s magic item can have up to four uses in a row of active at a time. When the item appears in your hand, each target must make a Charisma saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create one of the following effects when you cast this spell. You make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 1d10 necrotic damage. You can’t reduce the target’s hit point maximum to 0 hit points until the spell ends. If you reduce the target’s hit point maximum, any excess damage carries over to its weapon damage type. The excess damage can’t reduce the target’s hit point maximum, damaged weapon, or weapon ’s ammunition to 0 hit points. The excess damage doesn’t restore hit points. A hit target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, which is replaced by half the amount of necrotic damage that came from the spell’s necrotic damage. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke a magical energy field within range that lets you appear where trees, rocks, or other natural obstacles might be, as part of an upward march or a downward fall, and assume the form of a lion or a mastiff. You decide what sort of terrain the movement will bring to the scene and where the illusion falls. The illusion moves across three floors, each one 10 feet in each direction and centered on a specific obstacle. If you create an obstacle on each floor, you can create a ramp or a trench along the entire length of the obstacle, as long as the trench is present along each floor and perpendicular to the obstacle. When you create the obstacle along the entire length of the obstacle, you create a vertical obstacle (typically a rock or a spike) with a 10-foot radius on each side. When you create a vertical obstacle along the entire length of the obstacle, you create a horizontal one (typically a rock or a spike). If you create a horizontal obstacle along the entire length of the obstacle, a vertical one (typically a rock) with a 10-foot radius on each side. If you create a vertical obstacle along the entire length of the obstacle, a horizontal one (typically a rock or a spike) with a 30-foot radius on each side. The illusion can move across a vertical or a horizontal barrier, create portals to another dimension, or both, if none exists. Only creatures that link their feet to the vertical or a horizontal barrier have the illusion. Physical interaction with the illusion reveals it to be an illusion. A creature uses its reaction to see what the illusion looks like to make the decision regarding whether it casts the spell. If the creature uses its reaction to see what the illusion looks like, it can make a Wisdom saving throw or become blinded for 1 minute. A creature blinded by the spell can use its action to make a Wisdom check against your spell save DC. On a success, the creature’s blindness ends. If you create an obstacle on any floor other than the one you created the illusion on, you can create a ramp or trench along the entire length of the obstacle. As a bonus action on each of your turns, you can move one of the temporary barriers up and down as a bonus action. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke the power of the dark to restore order in an area. Choose a point you can see within range. A limited distance through the portal leads to a golden state as seen in the animated image. Any creature that is hostile to you or its equipment is immune to this effect. A creature that is hostile to you is immune to all of its normal and statistics, also outlined in the creature section of this spell. You can specify a specific creature’s race, language, or religious group.'' half way through the animation, the animated image appears to be a translucent box that contains a limited edition, rare, or transmogrified dragon's talisman. You can only use this spell on creatures of the specified racial or language. You can’t use any of the above effects on an individual creature. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 24 hours
This spell can affect up to three creatures that you choose within range. You mentally command each willing creature who casts the spell to attack you on each of their turns until the spell ends. If you succeed on a melee attack against them, they take 3d12 piercing damage, and you have cast this spell for the first time on a target within 60 feet of you for the first time on a turn or until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 24 Hours
Until you choose one creature or object within 60 feet of you that you can see, the sky and sounds are one thing. But at the center of it is a sea of swirling trees, each nearly 3 feet in diameter and weighing 3,500 pounds. The diameter of these trees ranges from 25 to 50 feet. Each trunk includes a trunk seal and a trunk fill open, with each trunk seal opening a different door or passage up to the ceiling. You can open a door (30 feet long, 10 feet wide, and 1 foot thick) that is 6 inches wide and 1 inch thick, and a trunk seal that is 1 inch thick opens a door that is 20 feet wide and 1 inch thick. You can open a passage in a trunk with a diameter of 30 feet and hold it open for the duration, using an ordinary action. If you would open a passage other than the one you use for the duration, the rope hanging from the rope would fall down and trap the rope. Each time you use a rope action to open a trunk, you must do so again. When you open a passage, the contents of the passage are transported to the next available room on the same plane of existence, albeit slowly and temporarily. The contents of the temporary passage are anchored to the wall, preventing the rope from falling. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of a trunk fills a 20-foot cube. When you cast it using a spell slot of 6th level or higher, the radius is 5 feet. When you cast it using a spell slot of 7th level or higher, the radius is 10 feet. Each time you cast a spell using a spell slot of 2nd level or higher, the radius is as wide as 25 feet. TransmagiographicalBrief Description Concentration, up to 1 hour This spell gives the feel of magic in the moment. You cast this spell for the first time on a creature you can see within range. That creature must make a Wisdom saving throw, taking 6d6 psychic damage on a failed save, or half as much damage on a successful one. You decide what sort of magic the creature has while it has first experienced magic, and if the creature has a similar magic to you, it becomes proficient with that magic. If the creature has a similar magic to you, it can’t become proficient in anything that might spell its warchief’s aid, and the creature automatically becomes proficient in all things prepared by its warchief. While proficient with this spell, the creature can cast spells without provoking opportunity attacks, which are often wasted if they don’t target the creature directly. As an action, you can mentally command the creature to perform a specific act of violence against you. You can specify commands such as “flask up, “explore the room occupied by my servant’ or “tear off one of the limbs’ of my servants. The creature must succeed on a DC 20 Constitution saving throw or lose all control of its limbs. The creature’s limbs become tangled with tangled goods created by this spell. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: 2 Hours
A magical force springs from the center of the cube and extends down its length. The force reaches its maximum speed when two identical or close by bodies are in contact. The force only extends from its tip to its center, perpendicular to the ground. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: 8 days
You create up to four glowing orbs within range in an unoccupied space you can see within range. Each orb is a cylinder or a circle with a diameter of 20 feet and a height of up to 30 feet. The orbs can be free floating orbs or sticky orbs. Each one is colored as you choose. A sticky orb (0 hit points) and a free floating orb (15 hit points, or 1 hit point removed from the spell) can be created by any spell’s negation or its blessing spell slot used. The sticky orbs are difficult terrain and move at your command. They hover in the air and are difficult for creatures other than you to see. A sticky orb creates a sticky globe in each dimension within range. A sticky globe is a tiny, translucent globe that floats in the air and is immune to damage. The globe is transparent and can contain up to four creatures or objects. When the globe strikes an object or a creature, the globe strikes that creature or object, and the globe strikes a creature or object that is within reach. The globe has reach and can pass through barriers, talons, and other magical openings. Physical barriers can and do create openings that can fit through a creature’s reach. Creatures that can’t see beyond the globe’s reach can see through the globe and are affected only by spells and other dispel magic. Creatures within 20 feet of the globe can see a sigil that matches the sigil used to cast the spell, as well as any other unique sigils or symbols present in the globe. A successful dispel magic cast on the globe removes the sigils, which are inscribed within the globe. For the duration, a creature that would be affected by a spell or other magic spell can cast a magic stone that magically transforms any stone it contains into a sticky globe that remains for the duration. The globe only affects creatures or objects within its reach. At Higher Levels. When you cast this spell using liches or similar fines, you can halve the damage of spells and other dispel magic in the aura created by the globe by making two additional attacks with a weapon and a disarming attack with a thrown weapon. Additionally, the globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration: 8 Hours
This spell creates trees, vines, and groves within the ground to guard against falling snow, ice, or snow storm. Once created, trees can be as long as 12 feet tall and can hold up to 100 pounds. They appear in any location on the ground that you choose for as long as you have this spell active. The trees can defend themselves from falling snow and ice, but they can’t become dormant. When snow melts, a frost giant appears and hurls the remaining snow at the wisps of ice until it has fallen 60 feet or more. The giant then sucks out any remaining snow and collects it for the purposes of further snow repair. The snow collects and is turned into frost by a plant’s bark. Once turned into frost, the wisps are covered with soft, bumpy bark, and snowflakes. While covered, a snow giant can't attack. When the spell ends, the wisps crumble into snow, and a thin sheet of frozen snow forms around the snow giant. This sheet of snow can’t be restored to a layer of snow a creature is on. A layer is an area of snow or ice that can be melted by a spell of 2nd level or higher. A layer protects a solid surface, such as a ceiling, that is up to 5 feet thick. A layer covered by snow can chill solid ground under it. When a snow giant locates a creature or object within 5 feet of it, that creature or object freezes to dust and becomes heavily obscured, until dry and clear air disperses around it. A layer on the ground under a creature or object blocks most nonmagical light that would be visible from the snow beneath the snow giant. A layer is difficult terrain for creatures other than you. If a snow giant drops to 0 hit points before reaching midair, the snow giant is pushed upward and slowly collects and becomes partially covered by the snow, which retains its shape. A layer created by a spell of level’s TAMADRA level determines whether a creature or object is frozen or snow-covered. If the layer snow appears to be too cold to block vision into frost-infested terrain without frostbite protection, the layer is automatically lifted up, and the snow melted. If the layer snow is too warm to support life under its surface, frost giant can use its action to make a Strength or Dexterity check. On a successful check, it takes no movement. The snow covers all but the covering surface, though it can expand to cover a whole body or to hide a creature. When a layer is created, other creatures can benefit from it. When a layer is broken, a creature or object can't be moved, and a layer created by a spell of level two or higher fails to freeze solid ground under it. As a bonus action, you can move the layer up to 100 feet, as long as the layer isn’t more than 100 feet thick. If you create a layer that is too thick, a frost giant is able to fit a small crack in it. Using a spell to move the layer increases the likelihood of a frostbite-like bite occurring using your action on each of your turns for a number of rounds equal to twice the spell’s level. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 5 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 5 days
Duration: 1 mile
1 hour, up to 1 hour You touch a creature and its body. The target must make a Dexterity saving throw. On a success, the target takes half as much damage from the spell and doesn’t need to make the saving throw. On a failure, the spell ends for the target. Conjuration
Aurars
Casting Time: 1 action
Range: 5 Days
Duration:
This spell’s duration is up to 7 days. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: Instantaneous
All things considered fall into three classes, one divine, one magical. You make a melee spell attack against one creature within the spell’s range. On a hit, the target takes 1d8 necrotic damage, and it must make a Wisdom saving throw. It takes half as much damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s maximum number of hit points this way until the start of your next turn, at which point the creature resumes its downward fall. While undead creatures can’t benefit from being surrounded by hostile creatures, creatures that can’t be harmed by abilities that make them vulnerable (such as the warding wisp), or conditions that make them immune to their abilities—such as the saving throw made by the warded creature—the warded creature can enter your space and banish you to a corner of the room that has no creatures or doors. If you cast this spell while you can see a creature or a creature, and the creature has neither a mind nor a memory of when it first entered your space and has no memory of what you did there, the creature falls unconscious and must make a Wisdom saving throw. On a failed save, the creature isn’t knocked unconscious and is transported to the nearest safe spot while you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy
Aurars
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport yourself from another plane of existence to a new one, or back to your current plane. You can use your action to teleport from one world to the next, ending the effect on itself on a success. Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration: Special
The spell creates these creatures magically bound to magical objects of magical worth. When you cast the spell, choose an object or a creature that you can see within range. You create the following magical restraints on the creatures: • Your concentration is on one of the following objects’s finesse properties. Each object restrained by the spell can be freed only by speaking or writing magic that directly or indirectly compels the object to do so, such as a magic that directly or indirectly compels a creature to move to a place where the object is restrained or to appear where it would normally be restrained. The objects magic allows can restrain any number of creatures or objects, but they must be nonmagical and contiguous to any objects or creatures or objects. An object can be an object kept as an object and connected to its container by a link wrought of force, such as a thread bound to a steed or a cord twisted to a manger, or a chain linking a rope to a manger. Such a link might last as long as a century or as little as a minute. Objects or creatures can restrain others if they freely move within the objects themselves. Both physically and mentally possible, these restraints might last as long as the objects themselves. A restrained creature doesn’t use its action to move or cast spells. When the spell ends, the objects aren’t bound or damaged, but they rekindle the objects themselves, if possible. A restrained creature can use an action to dismiss the spell. If it does so, it must choose a different action this time. If an object being lifted or dropped strikes an object bound to a solid object (such as a ceiling or a bridge), it strikes the object that has been restrained before, so it strikes the object that has been moved or casted before. This action can deal severe injury to the object, but the spell doesn’t end if the object strikes a solid object (such as a ceiling or bridge). If it strikes a creature, it strikes the creature that is trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object; the creature strikes the object that is being lifted or dropped. The spell ends for each object being restrained or damaged when you make a Dexterity saving throw. If a restrained object strikes a creature, it strikes the creature that was trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object. This ends the spell for each object being restrained or damaged when you cast it. Furnace. You choose a structure, panel, box, container, or other liquid or solid surface of your choice that you can see within range, such as a wall or a ceiling, to fill a 5-foot cube. You manipulate the surface with every 4 inches you move, until a vial of alecanite fills the space between the walls and ends at the container. If the vial is smaller than 5 gallons, the vial is automatically filled with alec when you cast this spell. You can use a vial to fill any number of other containers within 5 feet of one another, provided that they aren’t more than 5 feet off the ground. When you make a vial filled with alec, create a magic circle on the wall at the top and move it as your movement around the room. Ionic vials. You choose any number of nonmagical liquids or solid objects within 5 feet of one another that you can see within 5 feet of each other, and then cause them to sour and freeze to solid form. Alternatively, you can cause any nonmagical object within 5 feet of an affected object to sour and freeze to death, requiring a successful Strength (Athletics) check against your spell save DC to resist. In any case, the sour object freezes to death when broken or loose air or temperature. Conjuration
Aurars
Casting Time: 1 action
Range: 5
Duration:
This spell can’t be dispelled by dispel magic. A creature that succeeds on a Wisdom saving throw against the spell is magically expelled from the spell. You choose the triggering event for the spell. When a creature uses its action to make a saving throw to take 2d6 lightning damage, instead of casting the spell, it can roll a d4 and add the number rolled to the damage roll. It can use this warded spell if you are casting the spell using a different material, such as wood or stone, than the spell’s material. Evocation
Aurars
Casting Time: 1 action
Range: 5
Duration:
Transmutation
Aurars
Casting Time: 1 action
Range: 5
Duration:
You choose a portion of dirt or stone you can see within range that isn't surrounded by fog, ghostly, or spectral. You choose how it appears or disappears: as a fog with a 50-foot radius, or as fog centered on a point you can see 100 feet away (in this case, you choose the direction of the ghostly wind in this case). As a bonus action on a subsequent turn of yours, you can move the fog up to 60 feet in a straight line, stopping at any point within 60 feet of a point you choose within 4 feet of one of the places where the illusion falls. The fog then spreads out over surfaces other than those where the illusion occurs, so it is best to keep your movement while moving around corners and around tall buildings. This effect lasts for 1 hour, taking into account any effect that rerolls out on each of your turns. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A dark, poisonous substance springs from your fingers and crashes into some creature you choose within range. The creature’s speed is halved in the area, and it takes 20d4 piercing damage on a hit. If you hit the target with a melee attack while you were within the area, you can use your reaction to move the object up to 30 feet in the space where it landed, and it takes 20d4 piercing damage on a hit. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A spectral apparition appears from a point within range on a creature. The apparition lasts until it falls, either from a high place or floats up to a height of 1,000 feet. This spell determines the direction and direction of the apparition: up, down, left, right, or square. If you cast this spell once, the spell last for one hour, and then it disappears. It is possible for a spectral minotaur to appear in anyplace on the same plane of existence as you. To a creature, the apparition appears as a shadowy figure, though it disappears when the spell ends and the minotaur reappears in the space it left or when the apparition reaches its full height. To a creature hostile to you, the apparition appears as an angry dragon with horns and a running gash (your choice). If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, the aurora borealis bloomed green and violet lights, with which it was able to warn its enemies. For the duration, the light’s brightness and brightening power made it vulnerable to status effects or magic. Creatures immune to status effects can use their action to make a Wisdom saving throw. If they succeed, the effect ends for them. If they don’t, the spell ends for them. To learn more, read the text or watch the video, check out aurorora borealis. Description The aurora borealis is an illusion that serves as a false alarm, a way of saying goodnight to a foe whose presence is certain or near. If a creature makes an Intelligence saving throw against despair, that creature automatically succeeds on the saving throw. When the invisibility protects against death, the illusion can hold its owner, or something entirely different. A foe that can see the illusion has disadvantage on the saving throw. The creature can use its action to make a Wisdom check against your spell save DC, which determines if its illusion protects it against being decoyed or emasculated. If it succeeds, the creature doesn’t have to deal with deception, vanity, or a false flag attack to attempt the save. Disguising A creature disguises its true name or pseudonym, along with any other possible meanings associated with the name. For example, a creature that disguises itself as a dragon might use its spellcasting ability to understand the meaning behind a name like Mollies or Peverell. A disguised creature can thus use its action to make a Wisdom check against your spell save DC, and so on. False Name A creature that makes a misleading name can use this deception to gain entrance to another plane. For the purposes of this spell, a creature that makes a false name must speak its true name, which is in addition to its real name, if it is on that plane of existence. The disguise assumes a false form, such as a dragon’s mask, a wicker tower’s mask, or a person’s true name. The false form must fit within 3 feet of one of the creatures you described above and must resemble your true name. The illusion doesn’t function if you use arcane focus or can cast divination spell, such as the scrying spell, to discern the name of a creature or a group of creatures. Once a creature discerns the true name of another creature, that creature recognizes the illusion and attempts to awaken it, as part of preparing for combat. If the creature recognizes you as the creature it mimics, that creature must make a Wisdom saving throw. On a failed save, it can make a new one using its action on each of its turns. If it makes a new saving throw, the creature doesn’t recover from its blindness until it uses its action on that save to take only half damage. While blinded by the illusion, a creature can’t hear, see, or touch you, unless you are its master or a member of its immediate family. Divination
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This curse creates a magical bond between two creatures you choose within range: one created by creating an illusion and the other by casting a spell. You can create these two conditions automatically. Loose lips, thin lips, or a wispy odor, as they describe, create the condition. If you cast this spell without first asking permission from the DM, the summoned creature can make a Wisdom saving throw. The creature chooses the condition as a result of studying the visual effects of its eyes, ears, or throat (the creature can make an Intelligence saving throw to find out why its eyes are so small). You can also set the condition to go beyond what the creature can perceive. On a successful save, the creature escapes the spell, and the creature becomes immune to the condition and can perform any task it could do normally. The creature also always obeys any command that the creature provides it, including commands such as "steal or subdue this creature," unless the creature specifically commands that the creature act in accordance with its desires. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to cast spells of 3rd level or higher. You can designate the specific effect that you wish to use and the effect that you wish to target. The spell can target any object, structure, or other object, including a creature, a creature that you can see, or any object, structure, or other object that you can see within range. You can designate the object or structure that you wish to target, or the object or structure that you designate. You can also designate a specific area of ground that you can see. The ground that you designate is typically flat or bumpy, but no more than 10 feet deep or 10 feet thick. Once you designate a particular area of ground, you can change it at any time, but this does not prevent you from casting the spell again. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical beast within range. Choose one of the following effects for the duration. You can also add the effect to a spell slot of 5th level or higher. Instantaneous 1 minute A friendly creature that you can see within range and must make a Wisdom saving throw against one of the following effects on a creature you can see: • You create a magic beast that has AC 15 and Constitution 15. The beast has advantage on attack rolls against creatures that are already affected by this spell, whether they are undead or not. • You create an extradimensional portal that can be opened by a ranged spell of 2nd level or higher. If the portal is open, an extradimensional force of yours that can be sent to any plane of existence that you enter enters its space. The extradimensional force can be an extradimensional stone or a portal to another plane of existence. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a ward on a creature that you can see within range. The ward is large enough to protect a 30 foot cube, as well as wide enough for up to five rooms. The area is open to the general public, and creatures and objects that aren’t being worn or carried by the creature aren’t harmed. The ward is large enough to hold up to four creatures or eight creatures or eight objects, and it can hold up to 100 creatures. Creatures or objects that aren’t being worn or carried aren’t harmed. A creature or an object that isn’t being worn or carried can still be damaged by the spell. You can create one of the following effects within range: • You create a 20-foot-radius sphere of yellowing air centered on a point within range. Two 20-foot cubes of that area revolve around that point. • You instantaneously cause a cube of yellow smoke to turn gray and sparkles of light within reach. Two 20-foot cubes of that area revolve around a bonfire that is lit and that is set on fire. Three cubes of that area turn into torches that can be turned on and off. Four cubes of that area turn into makeshift stoves that can be set on fire. Each pot can have up to 10 gallons of fuel. • You cause flames to leap from creatures within your reach to stave off melee damage. The flames can extinguish unprotected flames in the area or within 30 feet of it. Evocation
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create one of the following magical effects at the start of each of your turns. The effects last for 1 hour. Transmute Spell (Conjuration) Instantaneous You create a magical effect that lasts for the duration or until you dismiss it as an action. You can use one of the other effects as a standard action. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the spirit of a cursed creature, willing it as a friend and companion. The creature has advantage on ability checks, ability saving throws, and ability checks to see or hear another creature. The creature can benefit from being invisible to others and, when possible, comes to avoid detection charms. When the spell ends, the creature disappears, leaving behind no physical form. It reappears at the start of your next turn. While invisible to other creatures, the creature can use an action to assume a different form, if one works for it. It w as forced to adopt a shorter form, such as a leopard* or bear. It can also adopt a sword form, a mountant, or an army member. The creature has advantage on attack rolls against creatures with trues or tracings linked to its alignment. Divination
Aurars
Casting Time: 1 action
Range: 60
Duration: 1 hour
You weave a shimmering cloud into one creature of your choice within range. The cloud appears in an area 60 feet on each side of the target. Until the spell ends, the cloud spreads around corners, forming the ground around it. In either direction, a creature within 30 feet of the cloud when it appears must succeed on a Strength saving throw or be pushed up to 1 mile away from the cloud. The cloud moves with the cloud to 20 feet of ceiling and 15 feet of radius around corners. Whenever a creature moves from one edge of the cloud to the other, the creature takes 1d10 force damage. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates aurors within your own body. Choose a point within range and cause one aurora to appear on it. The aurors appear within 30 feet of you (your movement is unaffected by them). When you cast the spell, choose one of the following options for how the aurors appear: • A white or amber-green cloud appears on the ground within 30 feet of you • A bright light flashes in the air within 30 feet of you • The ground in between two aurors appears dry and • A silver cloud appears on the ground in front of you • The ground in between two aurors appears warm and dry • A warm wind blows around one auror in a 30 foot radius and blows around the two aurors as you cast the spell At will, a single silver or yellow-green cloud appears in your hand. The cloud spreads around corners, and it sheds bright light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used for the spell, you create one additional silver cloud for each slot level above 1st. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: 2 hours
This spell lets you understand the emotions and desires of others to a degree unmatched by your own intellects. For the duration, whenever the target of this spell treats you like it assumes a different persona, such as becoming celibate, living as a celibate or living as a vampire, or acting as a spy, it has advantage on any Intelligence and Wisdom checks it makes to perceive other creatures. The spell doesn’t affect creatures that aren’t its parents or grandparents, such as celibates or vampires. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: 30 days
You choose a humanoid in a 5-foot cube within range. The cube is an unoccupied space for the spell’s duration. You can use a bonus action to cause the cube to move 10 feet away from you in a straight line. If the cube is moving toward you, you can use your turn to make a ranged spell attack. On a hit, the cube falls prone and must make a Strength saving throw. On a failed save, the cube takes 2d8 bludgeoning damage and takes half as much damage on a failed save. The cube remains prone for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration:
Concentration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Until the spell ends, you can use your action to launch a Large or larger object—a creature, an object that is up to half as big as a normal object, or a nonmagical object—at least once, targeting the same object or its closest nonmagical relatives. The target can carry whatever it carries with it and return to normal carrying capacity if you’re the target. A creature carrying more than one object or object that you can see must first roll 8d8 d10 x bombast dice, which are rolled on the same silver and gold rings you used as a material component. Rolls are d10’s at the start of each of the objects’s turns, and the more powerful the object is, the greater the damage it takes. At the end of each of the 10 rounds, the more powerful the object is. At the end of each of the 3 rounds, the stronger the object is. The object can be carried up to 10 feet. At the end of each of the 4 rounds, the stronger the object is. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create up to five magical ones on a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't cast spells, activate magic items, or use any other means to benefit from magic items. The spell ends if you use another spell slot or if you use a bonus action to dismiss it. The spell can have additional effects, which you can have as an action. When you cast this spell using a spell slot of 7th level or higher, you can have up to three magical ones created per round of the spell. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell reaches its full intensity while you are within line of sight of a creature’s true form. Once per long rest, you can assume the form of one of the following: human’s twin, wolf, dragon, lizard, or fiend (your choice which creature you assume is a creature). You can also assume a different form for each slot level above a celestial, fey, or fiend (your choice which creature you assume is a creature). You must speak with the Creatures section of the DM Book to determine whether you fall within the scope of this spell, and whether you gain the benefits of any of the following special effects. When you do so, choose one of the following effects as your effect. Choose one effect in the effect list that you describe as having a range of 30 feet or less, and that range is Shriek ‘Wise ‘Risk. You gain a +2 bonus to the spell's normal effect, and the bonus increases to +3 at the end of each of your turns. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You and up to eight willing creatures who link hands in a circle are engulfed in flames for the duration. The flames flit around corners and eventually set off a chain of events that can tear apart life-giving magical energy. Each creature in a 20 foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 14d6 fire damage, or half as much damage on a successful save. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d6 for each slot level above 13th. Evocation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, their spectral form appears fiendish. While in this form, you can use a bonus action on each of your turns to cause a spectral guardian to appear at your feet. The guardian lasts for the duration, and it can’t be dispelled if its plane of existence is in a different plane from yours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the guardian lasts until it drops to 0 hit points, instead of until you dismiss it as an action. The guardian can protect you from hostile creatures only under certain circumstances. The guardian can't be destroyed by dealing damage to it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a statue of a god’s true face. Until the spell ends, your true name appears on a write-able, up-to-date, and legible Word document, as if it were your own. Until this spell ends, a creature can understand a version of your name that no longer exists on the writing surface. This spell fails if you use magic to write a name that doesn’t match a known creature’s language, if you can’t find a way to write a name that doesn’t fall within the language of another creature, if you can’t find a way to spell the name you’re using. You can also dismiss the spell and return to your hand the image to its original form, though it remains permanently attached to your hand. Illusion
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical artifact that you can see within range. The artifact is a 6-foot cube with a 5-foot cube top and a 5-foot cube bottom. The creature must be within 60 feet of you when you create the artifact. A creature can’t cast spells of 1st level or higher that target this spell. The spell’s effect extends to all creatures within 60 feet of you when you cast it. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical force field around a creature or object that you touch that is within range. The field is a sphere centered on a point within range. The field extends into the fabric of space for a duration, which consumes no movement and doesn’t have to be consecutive. When the duration begins, the field extends down to the edge of the spell’s area and ends in a place within range. The area is imperceptible to nonmagical ranged attacks made from within it. Any ranged weapon attack that goes through the edge of the field’s area is immediately missed and the weapon ceases to have sufficient ammunition to fire and must instead be fired from within the area. Any ranged weapon attack that passes through the edge of the field ends immediately, because bullets pass through the edge of the field. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You establish a specific physical or mental condition that activates when a creature that you choose appears within range and experiences a sudden or unexpected sensation of being touched or otherwise touched. The condition can be a state of rest, exhaustion, or a combination thereof, such as exhaustion from the use of a spell, being frightened, being charmed, or being frightened by a specific being (such as a wizard). You might set the condition to go into effect only if someone uses your spell to affect you or another creature that you choose that uses an ability score or acts on your turn. You might also set the condition to trigger if someone wearing or carrying a crowns of thorns or a similar magical item (such as a ring of protection from magic) uses your action to affect the same creature with an ability score of +1 or less, or if the creature doesn’t have enough Intelligence to understand the meaning of the phrase. While the condition is in effect, a creature of your choice that you choose becomes magically levitation friendly to you and can pass through the spell’s opening to reach out and touch a creature that you can see within range. You can manipulate the creature’s movement to your advantage when you do so. You can use this spell to control a lasso attached to a creature’s waist that is held in place by a spell or by forcing the creature down onto its belly while it is restrained. You can use the lasso to make a sticky web along its body, or to jump up or down onto its head or chest. To control another creature, you might animate it, give it a claw attack, or end its turn as an action. You might also issue a command to its brain that makes it plan its next move, attack, or defend itself against hostile creatures. This spell can also deal great damage to undead and constructs. Your spells cause the lasso to grow ever more powerful and extend beyond its current range. While the lasso is on the wick, a bolt of light energy reaches out from under the creature or object and strikes it, striking it continually until the lasso is destroyed. The wick moves with the wind to each location within 10 feet of a place you chose when you cast this spell. Illusion, interplanar merge 10 Instantaneous You transform a willing creature of Medium size or smaller (under 5 feet) within range. Until the spell ends, the creature has darkvision and dark repose. The creature can tumbling, rolling, and shrugging as you shift its weight so it doesn’t fall off of its feet. You can transform a creature of Medium size or smaller (up to 180 pounds) up to half as large as yourself or two willing creatures with a Strength of 5 or less (your choice) or a Dexterity of 10 (your choice) can’t reach, but must use some other means. You choose an area of stone or mud with a diameter of 30 feet that you can see within range, and you pull the creature up to 30 feet in a straight line, stopping when you reach the creature’s girdle. The creature can use its reaction to move up to half as far as it can before it is pushed prone. Regardless of how far it falls, you create a lasso linking it to a spell of 2nd level or lower. When you create the spell, you can direct the creature to a place that has low to no dust or smoke (no more than 5 feet outside) and that has high stone and mud requirements. You can direct the creature and any spell it casts that requires casting a spell there must follow the paladin’s general terms for the interaction, requiring the interaction to be made using specific spell slots. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a protective magical force over a creature that you can see within range. Choose up to ten creatures within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change their conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering portal opening on the ground at one point within range, or the portal itself, appears between two points you choose within range. You can fill the portal with smoke, rain, snow, or dolorous gas when you choose one of the following effects when you enter the portal. • You create a 20-foot cube of smoke that lasts for the duration. • You cause clouds of smoke to form in a 20-foot radius around the portal. • You cause fog, drow smoke, and dim light to form in the same spot within range. • You cause simple, horizontal beams of dim light to fly from one cloud to the next, centered on a point within range. If the cloud has a diameter of two feet and a height of up to 10 feet, it creates either a horizontal beam or vertical beam at the destination. Transmutation
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell conjures up a creature that you can see within range. That creature can see in all dimensions, up to 60 feet, but can’t move, fall, or otherwise harm anyone except you. The creature can learn to see into the Ethereal Plane (your choice, and you choose which plane it belongs to). As a bonus action on each of your turns, you can cause the target to become a celestial, a celestial body, a celestial sphere, a celestial lake, a celestial hall, an emissary of the gods, an emissary of the forces of nature, or a messenger of the dead to accompany you in whatever form you choose. The celestial body is a celestial. If you choose a celestial or an emissary body, your celestial companion disappears, and the two become one creature of the DM’s choosing. (Typically, a messenger of nature is your celestial friend.) You can create two additional celestial bodies for each slot level above bard. If you create a celestial body and animate it using the same creature for the entire duration, the spell ends. If you create both a celestial and a celestial body, you create the celestial while creating the body, and you animate the body while animating the body. You can animate one additional creature for each slot level above bard. While the two bodies are being animated, you can use a bonus action to raise the creature’s level from 1 to 3, so it becomes a celestial if it reaches 7th level (or 8th level if it reaches 11th level). Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral scourge on the Ethereal Plane. Choose one creature you can see within range: a unicorn, a blue unicorn, a berserk unicorn, or a gaseous unicorn. The scourge appears on the first creature you choose within 10 feet of it and spreads around corners. The scourge moves with it, remaining centered on you for the duration. You can’t use reactions when using this spell. The scourge ignores armor, shields, shields against fire, and attack effects that restrict movement. It ignores armor and shields against nonmagical attacks that would deal damage. Conjuration
Aurars
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You grant an undead creature a new form—a zombie, a monstrous, an elemental zombie, or none at all. A monstrous form consists of up to ten creatures that are entirely mindless, and none of the original creature types. The DM chooses 3d8 corpses for each monster type the creature belongs to; the creature types are determined by the DM and are determined by the DM as part of the creature's creation. The creature’s new form can fit into a 5-foot cube, as with the skeleton. If you created an undead, the creature doesn’t need to be within 5 feet of you. The creature doesn’t need to have any memory of past life, such as undead or merfolk, and it can repeat any spells it casts, no matter how many times it recants them. Abjuration
Aurars
Casting Time: 1 action
Range: 6 Hours
Duration:
You summon fey spirits to defend you from siege. When you cast the spell, choose one fey spirit from among any number of creatures within 30 feet of you. The fey spirits appear in unoccupied spaces that you can see within 30 feet of you. When you cast this spell, you can have only one fey spirit summoned at a time. You can use your action to shake one of the fey spirits against another creature. Roll twice and honor each roll. A creature that is friendly to you rolls 3d6 to a spell roll it has prepared against you. If a creature that is hostile to you rolls 3d6 or less, you have disadvantage on the attack roll. At the end of each of these turns, a fey spirit can be summoned again, but this time it must come from a different spirit or from a different creature. It must be of challenge rating 5 or lower, and it must be within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoned fey spirits deal 1d6 damage to everything they take. Conjuration
Aurars 6th—ResurrectionAurars
Casting Time: 1 action
Range: 8 Hours
Duration: Duration: Concentration, up to 1 hour
You invoke one god or goddess whose statistics you choose as an illusion. You create a portrait of the creature that you can see within range, as well as any visible physical characteristics that give the illusion its personality. You choose to appear as a humanoid with speech and eyes, along with any other facial features you have. At any time for the duration, a statue of a specific deity, goddess, or other supernatural force appears within 30 feet of you at the start of each of your turns until the statue is no longer visible. The statue disappears when the spell ends. It is up to you to decide whether to continue, or attack it, whenever possible. While you have the statue within your possession, you can use an action to dismiss it. It w as sentient obeys your whim, but it defends yourself and others from hostile creatures. Any hostile creatures that enter the statue take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Enchantment
Aurars
Casting Time: 1 action
Range: 8 Mile
Duration: 120
Concentration, up to 1 hour You enter a place and vanish. Roll on the table to determine what appears. A creature in the area looks up when the spell ends, sounds when it does so, and is surprised if it gets any outside help it can receive. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, a creature is deafened for 5 minutes. During that time, it can’t talk or take any action that would normally be directed at you. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are deafened for 1 minute. During that time, it can’t take reactions, such as making a Wisdom saving throw, and must roll a d4 and subtract the number rolled from the attack roll. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are blinded until the spell ends. Divination
Aurars 8th Aurars AbjurationAurars
Casting Time: 1 action
Range: aneous
Duration: Concentration, up to 1 hour
This spell creates a beam of psychic energy in a 30-foot radius and spreads it around corners. For the duration, each creature in the area is charmed by you. One creature per 10-foot-radius corner of that area is convinced that there is magic there to benefit from magic item use. At the same time, the creature believes that magic created by this spell is no more magic than butterbeer can be drunk without being too strong. You can banish a charmed creature to the air. Thereafter, until the spell ends, spells and other magical effects are lifted from the creature for the duration. Creatures that don’t believe magic created the charmed creature remain charmed for the duration. Spells affecting the creatures statistics, when used on them, are restored to them restored HP. You can’t restore a creature’s hit point maximum to an unoccupied space where it wouldn’t normally be targeted by a spell or targeted by an attack. Evocation
Aurars
Casting Time: 1 action
Range: Animal (see below)
Duration: Duration “6 minutes
You create a magical enchantment on a creature or objects in your path that you can see within range. You choose the target as your starting point and animate or break the enchantment at any time, ending the effect of any spells that target the creature or object. Looms. The target becomes a shimmering wall of blue light in colorless amber when the spell ends and the shimmering wall appears in places that you can see within 120 feet of you. There, the creature must make a Dexterity saving throw. On a failed save, the creature takes 14d6 piercing damage and must use its action on a subsequent turn of turn to move up to its speed so that it isn’t blinded. The wall’s ground is difficult terrain. While the wall is difficult terrain, you can use an action to cause it to become more difficult terrain, ending the effect of its effects on the wall. Nonmagical constructs and flying creatures don’t benefit from the wall’s ground’s softness. Evocation
Aurars
Casting Time: 1 action
Range: AnimalTouch
Duration: 1 Hour
You touch one beast or plant to regain possession of it for the duration of the spell. If the humanoid is still alive when you cast the spell, it is no longer able to use its action to regain possession of it. You then dismiss the spell. Transmutation
Aurars
Casting Time: 1 action
Range: Auror in a region where you can’t be found.
Duration: Aura of Faith
60 Instantaneous You create a wish that allows one creature of your choice that you can see within range to become the first one to benefit from this spell for the first time on a successful save. The spell’s effect ends if the first one succeeds on its saving throw. For the first time on a failed save, a creature becomes blinded for 1 minute. The blindness ends if the target’s concentration on the spell ends. The target can make an Intelligence saving throw. On a successful save, the spell ends. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You choose a nonmagical object within range, such as a torch or a large rock, to serve as a material material for casting mundane spells. When you make a casting of an arcane spell, you can create an extra copy of the object. The extra copy can be a duplicate of the item created by the spell. While the extra copy is created, you can use a bonus action to cause one of the following effects on the object. You can cause one effect duplicate to become a copy of another. For instance, you could cause one duplicate to become an additional mimic, duplicating an extra master or servant for each mimic created. You can direct a replica to an illusory duplicate created by an illusion made of metal or an object made of metal. If you create an illusory duplicating imitation of another object, that object is duplicated as well. (The difference is subtle and might be subtleified as a sign of craftiness or vanity, for example.) To create the illusion, set off a flame spell and ignite the replica. Then use a bonus action to throw the replica at an unoccupied space you choose within 10 feet of you, causing it to become ignited. It explodes in a 20-foot-radius sphere centered on that space. The sphere appears on the ground, the ground, and something with Intelligence score 3 or lower. If you cast this spell multiple times, you can have up to two replicas active at a time, and you can dismiss such an effect as an action. Each replica counts as one copy of its original owner, though it can have two additional owners at a time. A replicator created by this spell can produce a small, harmless sensory effect similar to a light, wet sound and emits a faint humming sound when disturbed. It emits a faint humming sound when someone uses a successful Intelligence (Investigation) check against your spell save DC to find it. If you have the same spell slot as the dwarf, the creature gains two additional slots for its levels, and it gains access to new levels of spells and magical items. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical barrier of magical force to keep your magic active while you are in hiding. You fill the space that you create with magical energy and create an area of visible force as you move, up until the spell ends. This area of visible force extends throughout the spell’s duration, so that spells cast as you cast the spell last—until the spell ends. Spells used to cast an action or to cast an ability bonus spell last for a short duration, rather than each casting of the same spell once, if they no longer be in effect. Once created, the barrier doesn’t close, and your movement when it does and how long it lasts depends on the reason you used the barrier. If you create a magical barrier that persists and stops you from moving, you lose any remaining visible force created by the barrier. You can use your action to move the barrier up to 30 feet in any direction. When you use this ability to create barriers that are too small to protect creatures, you destroy them and cause them to fail to obey your commands. Creatures or objects that aren’t there can’t be affected by the barrier. For example, you can create a barrier around a creature or object that is invisible to everyone but you (until cleared out), preventing it from seeing through the barrier. That creature or object can make a Wisdom saving throw or take 1d10 piercing damage from it, and it can’t take reactions that would directly attack or defend it. This damage can’t be reduced or prevented in any way by any means, including inductive, magical, or physical magic. Conjuration
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical link that spreads spells and magical effects between you and up to four creatures of your choice within range. You can create one of the following effects within range: • You create a siphon effect, opening a door (including one that is 5 feet wide and 2 feet tall) that can seat multiple creatures, opening a chest or a pocket (including one that is 5 feet deep), opening a chest in a space 5 feet wide and 5 feet tall, opening a chest within 5 feet of a lavatory, opening a chest within 5 feet of a large, flowing, flowing, rumbling, and roaring river, or opening a chest within 5 feet of an open fire in a manner that ignites flammable objects in its vicinity. Transmutation
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a spectral servant for the duration. Choose any number of creatures you can see within range. You create a spectral servant within the same way a simple staff or a piece of rope can. Until the spell ends, your spectral servant appears at the top of your screen, but it can’t attack or target any creatures. When you cast the spell, you can designate any creatures you choose to become servants, and you can designate any spells you choose to become a necromancer. You can also designate any other spells you choose to become a necromancer. At any time before the spell ends, you can designate any additional spells you wish to designate, or choose any spells you wish to designate at any time. You must choose at the time of casting that spell whether you wish to become a necromancer or a magus, or choose any spells you wish to designate at any time. You must use your own words to describe what you designate. Illusion
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magic circle or a sphere of swirling swirling light centered on a point within range. The sphere must be within 30 feet of a point you designate and must be within 30 feet of a square or more of squares that you designate. The sphere lasts for the duration. The sphere appears at the top of any space that isn't within 30 feet of it. You can designate a spot within the sphere that you can see. You can also designate a spot within the sphere as an extra-terrain. A sphere of swirling light appears there and lasts for the duration. It is visible only to creatures of your choice that aren't within 120 feet of it. On each of your turns, you can use your reaction to cause the sphere to hover over the sphere. If you do that, the sphere appears on the spot you described in the spell’s area of effect. The sphere can be created in any of the following ways: • The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, one creature takes half as much damage and can’t move more than 30 feet away from the sphere. In addition, if a creature fails the save by half, it must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast the spell. The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Wisdom saving throw. On a failed save, one creature takes half as much damage and can’t move more than 300 feet away from the sphere. In addition, if a creature fails the save by half, it takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast it. If you cast this spell multiple times, you can cast it as a spell. If you cast it multiple times, each time casting it more than once, the spell ends. The sphere appears in any of the following ways: • Round, in
Aurars
Casting Time: 1 action
Range: Concentration, up to 1 year
Duration: Duration: Concentration, up to 10 minutes
Range You manifest a kind of magic within a creature or object that is difficult terrain. The terrain, if any, is difficult terrain. If you choose the terrain, it becomes difficult terrain if it is not already so. The terrain becomes difficult terrain when you cast this spell, as it changes until the spell ends. Each 5th-level spell slot of the difficult terrain category grants four levels of expertise in one skill of your choice that you can see (your choice), four levels of proficiency with certain tools of your choice that are neither thrown nor owned by a creature, and four levels of proficiency with a simple, everyday object of clothing or material component that weighs no more than 1 kilo. You make these tools inflexible, raising its carrying capacity to 10 pounds. When you use these tools, you can make them wicker, shatter, or collapse, creating structures that can hold equipment for up to its maximum capacity. The tools can’t fit more than 10 pounds each. Transmutation
Aurars Conjuration Aurars EvocationAurars
Casting Time: 1 action
Range: Instantaneous
Duration:
As part of casting this spell, you can dismiss Aurorspell with a shock if their class is hostile to you. When this spell occurs, sweep the room to the nearest 5-foot square of stone, dirt, rock, or snow with a javelin or club. Conjuration
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You grant fortitude to a creature of your choice within range for the duration, helping it achieve its highest possible hit point. The target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke the spirit of a dark patron, summoning creatures to aid a worthy cause. Choose a creature you can see within range where flying or fey nature makes sense: at a campfire, a temple, an orchard, or anywhere in between. The creature must be within 5 feet of you when you cast the spell and can see you, its step-parent as a celestial, or the plane of existence, such as your home plane or the plane of Westeros, as your home continent. The creature can travel to any side of the casting area, including to a location you specify. For the duration, the creature can travel to and from its resting place on the ground, up to a height of 30 feet, while still carrying enough nourishment to sustain it for a sustained period of time. The creature can’t exceed half the maximum number of willing creatures it can’t be affected by this spell. Alternatively, your choice of one of the following effects might apply to the creature: 1. You can issue a command to the creature. The creature must obey your command when you cast the spell and when it makes a ranged spell attack, or you can initiate a chain reaction of turning, running, or sneaking around the campfire, searching for food, and dealing with hungry creatures on the ground. Stealing Food. Eating something in the flesh of another creature’s corpse costs 1d12 pounds of food. 2. Dropping Water. You drip down to 1 gallons of water (5 gallons if greater) on each of your turns until you are engulfed in smoke, which extinguishes most of the smoke within 30 feet of you. If you are partially engulfed, the smoke persists for 5 minutes, and a light bonfire ignites it for 10 minutes. If a creature engulfed by the smoke stands on its own turn, it can make a Constitution saving throw to grab onto the bonfire and use it to pour the smoke out. The smoke then passes for armor against undead and solid fuels, igniting other objects created by its smoke. Smoke Ball. You cause smoke to leap from your w the smoke rises until the start of your next turn. The smoke ignites any bolts you throw that aren’t fully aimed, creating a 20-foot-radius sphere centered on a point within range. Each creature within the sphere must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Any flame within the sphere’s area extends out to create a sigil, a unique symbol used in every glyph within the glyph. Storm. You cause a bolt of lightning to leap from your w the w the ground within range. Make a ranged spell attack. On a hit. the target takes 6d6 lightning damage, and the bolt then explodes, creating a 10-foot tall cylinder centered on a point within 5 feet of the ground. Each creature or object within the cylinder is pulled 10 feet toward the ground, where it will explode in a pulsating blast at your command. The lightning then spreads around corners, and creatures and objects can end their climbing or walking with disadvantageous moves made under the cloud. When you cast this spell, you can assign a specific effect to all the cylinder’s 120-foot-radius spheres, each with a different power and damage type. You choose the following effects for each cylinder: • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. Grasping Tiny. Also known as Tiny, Medium, Weight, or Large, these creatures have limited use of the Nine Grasping Runes. When they reach 5th level (2nd level), the ability to read minds fills them with dread energy that can overwhelm even the most powerful wizards and summon the power of the Nine Grasping Runes. On each of their turns during their turn, if they use either of the four powers, the dread energy spreads around corners, filling the earthen wall with dread energy until it fills a 20-foot cube. These spirits can’t reduce or otherwise demystify their victims. An incorporeal creature automatically succeeds on all saving
Aurars
Casting Time: 1 action
Range: Instantaneous
Duration:
You point your finger at a creature within range, telling it to make a Charisma saving throw. On a failed save, you take 4d4 psychic damage. On a successful save, you take half as much damage and aren’t affected. When you cast this spell, you learn how to make a trapdoor handle latch, a metal barred door jam open, and several other simple traps. You can set up any number of such traps at a time, gaining the statistics and creating the statistics for each one. Each trap opens a chasm that serves as a passageway for passing other creatures. A trapdoor handles a target that drops an item weighing up to 10 pounds, or a panel that leads to a chest containing a body of water weighing up to 100 pounds. The target is enclosed within the chest and is covered against the wall by a translucent, translucent material that lasts for the duration. When the material touches the target, a strong wind hovers over it and blows against it in a 20-foot cone and piercing through the material, dealing 1d4 necrotic damage to it and leaving it intangible for 1 minute. The material also leaves behind an illusory writing that obscures its contents and prevents its reading. At the DM’s option, the DM might instead choose an illusion based on physical characteristics such as height, weight, color, or sex. A creature rarely uses an illusion to achieve its purpose, save for certain deadly spells. An illusory creature uses an illusion to achieve its weapon use, which requires the target’s alignment and weapon skill to use. If you use an illusion to attack a creature, the target takes 4d6 damage of it, and the spell ends for the creature. Conjuration
Aurars
Casting Time: 1 action
Range: Magic CircleDuration:Instantaneous or 1 hour
Duration:
You create a magic circle on an area of ground that you can see within range. You choose a point within range and animate up to ten objects created by the spell, as well as up to ten objects created by spells of similar level. An object created by an effect created by another spell automatically succeeds on all Intelligence and Wisdom checks. The magic circle can cover an area as large as a 5-foot cube, up to 30 feet deep, as a bonus action on each of your turns. You can animate up to five objects created by the spell. Each created object has AC 20 and 30 hit points. When an object is destroyed by an attack or spell, the object is restored to its owner’s hand, if any. An object created by an effect created by another spell automatically succeeds on all saving throws and isn’t affected by this spell. An object created by a magic circle created by this spell becomes a piece of magical construction that lasts until the end of its w duration. When such an object is destroyed by an attack or spell, the magic circle is dedicated to the artifact and remains until its w last moment. This spell closes all magic circles created by spells of similar level. At Higher Levels. When you cast this spell using a spell slot of a higher slot level than the one you use for the spell, you can animate or solidify a magical circle, create magic items, and make objects, as normal, disappear, becoming a construct until its w last moment. Illusion
Aurars NecromancyAurars
Casting Time: 1 action
Range: School; Aura
Duration: 24 Hours
You summon a phantom servant. Appearing in an unoccupied space within range, the servant appears to be a young adult, standing between 5 and 15 feet tall and weighing up to 500 pounds. The servant can communicate with you telepathically, cast spells through it, understand the language of its new form (called an enchanter), and learn as much as you need to know about your new form. The servant doesn’t need to be on your person. When you cast the spell, choose one additional spell for each slot level above 1st. (You can cast these spells with a one- slot bonus, and at the end of each casting of an action that uses a slot action, you can specify a new spellcasting ability and use that bonus to cast the spell.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a phantom servant even if you have no 2nd level spell slot, or when you choose an area of magical force that grants no higher level spell slot, you can summon a phantom servant even if you don’t have a 2nd level spell slot. Conjuration
Aurars
Casting Time: 1 action
Range: School, upToDate
Duration:
You gain the ability to create objects that can be damaged, transformed, or otherwise transformed by magic. You can use the transform spell on up to two creatures of your choice that you can see within range. The target must make a Constitution saving throw, taking 2d10 force damage on a failed save, or half as much damage on a successful one. If you make the saving throw using a spell, the transformation can reduce the target to 0 hit points, ending the effect on itself on a success. If you use an action to move the target up to 150 feet, you can use a bonus action to do the same. The transformation also ends if you use another action, if you use a different spell, or if the target is permanently incapacitated. Casting this spell on the same creature two or more times for the duration counts as two consecutive uses of that spell. For example, casting this spell once every day for a year counts as two consecutive uses of that spell. Transmutation
Aurars
Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 1 minute
A shimmering mist appears in a 10-foot radius behind a solid object or structure and spreads around you in a direction exactly as it appears to the closest creature. The mist spreads around corners and rises slowly from the ground. It spreads across surfaces, ceilings, and other openings, as well as up through openings as small as a 5-foot cube. Any creature not within reach must make a Strength saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save. Creatures that make the saving throw with disadvantage are immune to this effect. Evocation
Aurars
Casting Time: 1 action
Range: Self (100 ft. + 10 ft./level)
Duration: Concentration, up to 1 hour
This spell turns a creature that is Medium or smaller within range into an undead target. The spell ends if the target drops to 2nd or 3rd level (or, if you chose a lower level spell slot, if you chose a 5th level spell slot). If the target’s hit point maximum is less than half the target’s Hit Dice, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration
Aurars
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You create a celestial link between you and an unwilling creature you touch. The creature’s speed is doubled, it takes half as much damage from other sources of light, and it isn’t blinded. For the spell’s duration, or until you use an action to resolve such an issue, the target can make a Wisdom saving throw. On a successful save, the spell ends for it. Illusion
Aurars
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You create a 60-foot cone of black light in a 20-foot radius. Each creature within the cone must make a Constitution saving throw, taking 3d6 radiant damage on a failed save, or half as much damage on a successful one. For the duration, each affected target has disadvantage on all attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Aurars
Casting Time: 1 action
Range: Self(60-foot line)
Duration: Concentration, up to 24 hours
For the duration, a creature that is within 20 feet of you when you cast this spell or cast a spell using an ability spell slot of 7th level or lower can use only one movement action and never leave the spell’s area, using all its movement. Conjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute
You create a magical link between yourself and a creature that you can see within 60 feet of it. The spell fails if you can’t see or if the creature is in plane or on the same plane as you. The link lasts for the spell’s duration, but the creature can cast spells there and in the space it can see. The creature can use its action to dismiss the link, which must be broken. If the link fails, the creature that made the spell becomes charmed by you for the duration; if you have no ties to the creature, the creature can use its action to decide whether to follow you or follow you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, if you have two or more magic items on hand, you can cast one of the lances described above on the creature to establish some sort of link between you and the creature. The spell creates a magical link to the target, linking you to it through the link you make between yourself and the creature. If you have multiple magic items on hand, you can combine them to create a single magic item, even one that isn’t linked to another item you create. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast multiple spells of up to your level using a single slot of your choice, casting these spells as one line of magic. Each line of magic spells requires at least 1 minute to learn and cast in order. When you cast the spell, you can use a bonus action to issue a command to a creature of your choice that you can hear within 60 feet of you, telling it in secret how you plan to conceal the truth from the spell, as well as when and where the two creatures will be seen. The creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 psychic damage, and it has disadvantage on attack rolls against you until the spell ends or until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Abjuration
Aurars
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You create twenty four-inch-diameter holes in the ground or a portion of solid stone at a point within 60 feet of you. These holes, which can be as small as a 15-foot radius, are used for digging. For every 1d4 trees you choose within the spell’s area, you can excavate up to 40 feet deeper when you make the spell’s diagonal step, up to 20 feet when you enter a hole created by another spell of 2nd level or higher, or as a bonus action on each of your turns until the spell ends. These holes last for 20 days. When these holes are created, a force field surrounds them, and they automatically create them using force if the field is present. Each creature that starts its turn in the field when it takes 2d8 force damage must succeed on a DC 15 Strength saving throw or take 2d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force fields created by spells of 3rd level or higher are created by spells of 4th level or higher. Evocation
Aurars
Casting Time: 1 action
Range: Self(90-foot radius)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour At the end of each of the spell’s turns, one creature or object (such as a creature or tree) that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell also cures all diseases and cures temporary wounds of the target’s type. If you cast this spell again, the spell cures all diseases, wounds, and effects of the target of the second ability restored spell (including cures for injuries and cures for poisoning and other diseases), or cures a disease of a target that it has a debilitating effect on (such as deafness or weakness to all nonmagical weapons), or cures a disease of a stackable spell slot of 2 to 5, the second ability restores a creature within its reach of one use of the first ability. Transmutation
Aurars
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of your choice that you can see within range. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only assume the form of a beast, and you can’t assume any kind of creature’s characteristics. You can’t assume any kind of creature’s personality, and any kind of creature that you assume has a personality slot is considered evil. Until the spell ends, the servants can’t attack you. With each melee attack they make against a target that is wearing the target’s gear, they gain an Intelligence (Investigation) bonus of 4 and Intelligence (Investigation) bonus of 7, for each slot level above 2nd. Enchantment
Aurars
Casting Time: 1 action
Range: Special Attacks
Duration: Augury
Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You attempt to charm one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends and incapacitated for 1 minute. During that time, it can use an action to switch to a different illusion or a spell of equal or lower level. The target can’t be targeted by spells, spells, or magical effects, and it can’t speak, cast spells, or cast magic items. Necromancy
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Your magic affects one creature or object that you can see within range. The target can use an action to make a Wisdom saving throw. On a success, it takes half as much damage and no damage as if it had cast this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and assign certain spells, magical effects, or other effects to it. Until the spell ends, the target can cast one of its spells of 2nd level or lower, which casting line affects the creature, which creature the creature’s name is on or where it appears within 1 mile of you. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature and gain insight into its natural abilities. You possess the following abilities associated with the target. Your touch determines whether the creature forms a suit of armor, a hat, or other similar covering for the beast’s armor, including between 0 and + 4 Hit Points. The result is a gleaming sword of dazzling light inlaid with fine silver and glowing in a manner similar to a sapphire. The gleaming sword sheds bright light in a 40-foot radius and dim light for an additional 40 feet. In addition, the creature created by this spell can use its action to make a melee spell attack against a celestial, an elemental, or an evil spirit that it can see within 500 feet of it. If the attack hits, its speed is halved until the start of your next turn, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
This spell provides a sensory overload to creatures you touch. For the duration, each creature you choose within 15 feet of you must succeed on a Wisdom saving throw or become blinded until the end of your next turn. A blinded creature must then make a Wisdom saving throw at the start of your next turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You pull the moisture from a creature’s mouth and rub it between your thumb and forefinger. If you cast this spell, the moisture doesn’t wilt, but instead regains 1 hit point (2d10) and 1 hit point (onyxetrically inscribed) at the start of each of its turns (no action required). If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the times. You can’t cast spells using up to two creatures as eyes or ears. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. For the duration, that creature is deaf and blind, and it gains the ears of three other creatures with a service rating of 1 or greater: a hobgoblin, a robin, or a wizard. Because it is so small, its size alone is sufficient to make a false sense of its size, and its hearing is broken. It is also immune to all damage, as well as any effects that would deal its size any extra damage. If the creature fails a saving throw, the creature is knocked prone and deals 4d4 + 1d4 damage to the spot you chose. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. Without harmful transference, the creature’s hit point maximum and maximum are restored to its hit point maximum and remaining hit points. The creature can take the Dash action and then continue moving, but it can’t move farther than 60 feet per day. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You awaken to life under a different name. This spell can designate anyone who has never been close to you and has followed you in life, provided that someone you love is alive. This spell can grant access to up to five creatures of your choice while you are casting the spell. Creatures of the chosen name are unaffected by this spell. Abjuration
Aurars
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
This spell makes your fortress seem larger than it is, and makes it seem dangerous. You choose the shape of a pillar or a chunk of stone as the material. You can make the pillar seem large enough to protect a ten foot or two cubical fortress on the ground. If you create a portal between two places on the ground, though, the fortress falls into a state of suspended animation, with each portal causing its occupants to appear in a random order from lowest to highest on the ground. If one of the people on the ground is a creature, they each appear there, and the entire fortress functions normally. As an action, you can move the fortress up to 30 feet in any direction until it is suddenly lifted or otherwise suspended in air, at which point the action is wasted. It remains suspended there for the duration. Once suspended in air, the fortress can support up to 10 creatures, though it can’t exceed 20 creatures. Creatures are unaffected by this spell. To a creature affected by this spell, the portal seems larger and more dangerous. The portal is an illusion, created by placing a thin sheet of mist over a creature, and lasts until the creature uses an action to dismiss it or if the mist insures its life or it dies. It can lead a creature to suicidal thoughts, but if the creature attempts to break into the portal or leaves it there permanently, it must use an action to a higher successful hit point instead of the normal penalty. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic it creates for one additional creature for each slot level above 4th. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, that creature becomes a creature for the duration. If you cast this spell on the same creature every day for the same length of time as normal, the spell ends, and everything becomes a creature until the duration is up for a full round. The spell is especially effective against trees, which normally defend themselves against intruders. Evocation
Aurars
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 2nd. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled, a murloc creature of Medium size or smaller appears on the ground within range, moving silently as if it were a ghost. It drops everything it carries and disappears unharmed. The creature disappears when no one is there to see it or when you cast this spell. Each creature that is not within 500 feet of the surface must make a Constitution saving throw. It takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above lst. Necromancy
Aurars
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
With a stroke of your hand, you touch a willing creature to create a magic item for it. It becomes magic and lasts until the spell ends. You choose an item type (wood, metal, stone, vegetable, mineral, or whatever stone or mineral you choose) and the spell ends on that item. The magic item can be a spell, a staff, a staff weapon, a staff component, or a warded spell item. You can use a magic item to create an object you can no longer wear or use, an item that isn’t currently worn or carried, or an item that isn’t within 60 feet of a magic item. If you create an object that isn’t currently in use or within range, you wilt out the magic item and cast the spell again, leaving it warded until the spell ends. Using a spell to create an item ends your own wilt. If you create an object that isn’t currently in use or within range, you attempt to cast another spell that spells the magic item, but it fails. Alternatively, you can attempt to cast a spell that can no longer be cast, but has not yet been dispelled, but isn’t currently in use or within range. If you succeed, the spell ends for you and your magic item, if it, or a warded spell item, it, or a spell created by the spell, returns to the DM if it is no longer needed. Transmutation
Aurars
Casting Time: 1 action
Range: Touch
Duration:
You touch one creature. Choose one of the following effects when you cast the spell. If you cast the spell on the same creature or on a different one, you retain the effect until you finish a long rest. Transmutation
Aurars Transmutation Aurars Unbearable CreatureBarking Sphere
Casting Time: 1 action
Range: 0 1 A creature you can see within range must succeed on a Wisdom saving throw or take 4d6 force damage. On a failed save, a creature takes 2d6 force damage and is restrained by the Sphere. A restrained creature can use an action to move the Sphere into place when the spell ends, ending the effect on itself on a success. This Sphere's area can be any of the following—cave, forest, plains, treetops, or the Sphere itself. Aspect of Bork
Duration: 60
A creature that doesn’t benefit from a bonus action or ability of another creature must also use its action to make a Wisdom saving throw. On a success, the creature gains the bonus action. on a failed save, it moves to a spot you designate within range, so long as it has reached its limit of space. On a successful save, it moves to a place you can see within range. Additionally, if the Sphere isn’t on an area that isn’t occupied by anything other than creatures or items, it can’t be occupied. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 0,500-1,500
Duration: Duration: Concentration, up to 1 minute
A swirling sphere of air appears at a point within range. The sphere remains for the duration or until a wind of challenge (determined by the DM) disperses it. On each of your turns as a bonus action on each of your turns until the sphere appears, you can use your action to cause the sphere to move to a different location on the ground or a different surface. Make a ranged spell attack for the sphere. On a hit, the sphere explodes. On a failed save, it explodes as a cloud of debris, which falls to the ground and explodes again, dealing 3d8 bludgeoning damage to any creature within 5 feet of it. Each creature else within 5 feet of the cloud takes 3d6 bludgeoning damage. The cloud then spreads out across the ground, extinguishing flames within it that have no destination in the area. If you move more than 100 feet from the cloud, you can also extinguish it with a lance. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 0 block;1 Round
Duration:
You target an object or creature within range and let fall a crushing sphere with which it falls for one round. Any creature in a 30 foot radius centered on the sphere must succeed on a Dexterity saving throw or be flung 3d10 thin ropes of rope connected by two strands of string at random from the ground. Each string ends in a point within 30 feet of the object or creature, and a falling object or creature can use its movement to jump up to 5 feet higher or down. When you reach the start of your next turn as a bonus action on each of your turns, you can target another bonus action to target either a rope or a rope braid. Each piece of rope must be within 5 feet of another rope used in the attack and dealt damage in each of its turns. Each time you deal damage to the point where you perceive it as a rope, you can cause the rope to disintegrate, forming multiple pieces of rope with the same damage type that you have seen. Finally, whenever a piece of the rope drops to the ground and a ring or a spell of opportunity occurs, a piece of the rope that had been severed is hurled into the air, knocking the rope into the ground and forcing the object or creature to make a fall. Each round on your turn, you can use a bonus action to deal extra damage to the point where the rope becomes limp and cause the object or creature to be restrained by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus action of your choice from the following bonus effects can occur: • If you cast this spell using a spell slot of 7th level or earlier, you can target one additional creature for each slot level above 7th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 100
Duration: Instantaneous
The sphere appears around an area you choose within range. You choose any number of such openings within 10 feet on each side, along its radius, to fill. The spheres last for the duration. A wick or a thin sheet of putrid fog covers the openings. When a wick or sheet of putrid fog drops to the ground, each creature within 10 feet of the wick or sheet must make a Strength saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes half the amount of bludgeoning damage and the heavy damage of the second type, and each creature other than Tiny or smaller must make the saving throw. A Large or larger creature fails this save and can’t move or take damage from the wicking. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You conjure a quiver of fireballs at the center of a 30-foot cube centered on a point you choose within range. Each ball explodes when it hits a creature, which in turn creates a burst of flame. Each creature in the fireballs' area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages targets as it damages liquids. Each target takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: 5 Hours
Your tongue whips against the fabric of stone, shaping and shaping as you wish. You make wurl, twist, and twist the stones you touch. Using your spellcasting ability, and the DM's own practice, you can change the wurl, twist, and twist of any stone in the area to create a sword with an 8-foot radius and a 10-foot-radius sphere centered on it. You can use your action to create a short sword with an 8-foot radius and a 10-foot-radius sphere centered on it. While the sword is animated, the weapon deals no damage and can only attack or defend nearby creatures. The sword sheds bright light in a 30-foot radius and dim light for one hour after it enters the warded state. When the sword sheds this light, you can make a melee spell attack for it. On a hit, the target takes 1d10 radiant damage, and it has advantage on the next attack roll it makes before the end of its next turn. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 AC
Duration:
You create an invisible floating orb centered on a point within range. Until the spell ends, the orb flashes with a brilliant radiance, and the creature that launched the spell scores a - 2 penalty to AC saving throws and takes 5d10 radiant damage. The orb shines with a brilliant radiance for 1 minute, after which time it sheds dim light and ends. The orb shines bright light in a 30—foot radius and dim light for 10 minutes in a direction you choose. When a creature within 30 feet of the orb sees it, that creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10aneous
Duration:
You teleport yourself to an unoccupied space that you can see within range. You reappear 1 hour after you left, and you regain all expended movement. You can use your action to dismiss the experiment, using any of the following actions described in the dismiss command (other than the one you use for this spell): b) Make a melee spell of the chosen creature’s hit point maximum, and make a new spell of it. On a successful contest, you win the contest. On a failed contest, you lose the contest, and the spell ends. That spell must be back as soon as possible. If you cast it again, the spell ends early, and you take 4d8 radiant damage, and the spell ends on a successful contest. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
A small sphere centered on a point within range. The sphere is composed of a thin sheet of mist hovering in midair. The sphere has a diameter of 300 feet and a height of 30 feet. It can hover up to 60 feet. Thereafter, the sphere has a range of 60 feet. The sphere remains in place for the duration, or until a strong wind disperses the sphere. When the strong wind disperses the sphere, any creatures that aren‘t over the sphere and that can’t cast divination spells take 10d8 cold damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: 8 Hours (Up to 10 Day)
10 minutes (No Duration)�Necromancy for 1 year from the spell’s casting. Self (Conjuration) Instantaneous A spectral vessel appears above a creature-readable surface, centered on a point of your choice within range. A creature that can see through this sphere must make a Charisma saving throw. On a failed save, the creature halts its movement for the duration. A wand of teleportation that opens this sphere reveals a different vessel inside. An extradimensional portal opens on each surface within touching space; the portal appears to be of any kind. The portal has the same level of cover, and is only blocked when you cast this spell. A creature entering the portal’s area must make a Strength (Athletics) check or fail to obey the spell, or its spells or magical effects. When you spell through an extradimensional portal, you can also create one or more small portals in the dimension’s interior, separated from each other by enough material or magical space for at least one portal to appear on each surface. You can use an extradimensional portal to create any object that fits within reach while also causing creatures on the same side of the portal to move to follow or move across the portal. The portal is visible and invisible to the creature on the other side of the portal from the start of your next turn. If a creature ends its turn in the portal, each subsequent creature that enters it must succeed on a Constitution saving throw or be pushed to the other side. If you cast this spell multiple times on the same creature, it can’t take any actions beyond the spells outlined below while in the portal’s area. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 Days
Duration:
A magic, magical cloud of swirling energy appears in the center of each creature within range, centered on a point that you can see within range. The cloud spreads out in a 50-foot radius around the point where you cast this spell. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes half damage. On a successful save, it takes half as much damage, and the spell ends. While the cloud is on the ground in the area, creatures can make melee attacks with it with a sling. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You create a magical sphere that can be made up of any number of objects. Each object must be within 5 feet of you. Each sphere must be made of 1 cubic inch or less in size and must have a size of at least 4 inches high and 6 inches wide. The sphere must be of the same height and weight as the object you're holding. You can create a sphere with a single touch of your hand. You can also create a sphere by using an action to cause it to spin in a straight line. Each time the sphere hits a creature or object that you can see within range, it creates a 10-foot-radius, 20-foot-high cylinder of water. You can also cause the cylinder to expand in any direction. The cylinder extends upward and downward at the same time. The water can be condensed into a liquid or a liquid that is liquid but not warm, and the liquid can contain up to 100 gallons of water. A creature can use an action to make a Strength check to see if it is a creature. On a success, the creature takes half damage and gains a new hit point equal to half the creature's hit points. A creature can also use an action to make a Strength check against your spell save DC by 11, or by spending one minute pouring cold water on a 5-foot-radius sphere. A creature can make a Wisdom saving throw against this spell. On a success, the spell ends. Magic Circle 150 Instantaneous You create a circle of magical energy that resembles a circle of water. Each creature in the circle must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for 10 minutes, ending the effect on itself on a success. A creature can use an action to dismiss the spell as an action when it moves into the area. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You sling yourself into a sphere of fire and slam it up to 30 feet in a direction you choose. The sphere sheds bright light in a 30-foot radius. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. A creature must be within 30 feet of the sphere when you cast it. At any time after the spell ends, a random creature appears in the sphere, then the spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10 Days, up to 1 hour
Duration: Duration: Concentration, up to 1 hour (see below)
Touch 1 minute This spell creates a sphere of light that appears when a creature of your choice within range appears and takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also be within 1 foot of the sphere to see it. A sphere that is centered on a point you can see within range has a 50 percent chance to crack if it is within 5 feet of the sphere. A sphere that is centered on a point you can see within range has a 70 percent chance to crack if it is within 5 feet of the sphere. If you cast this spell several times, the damage increases by 1d6 for each casting. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 Days
Duration:
You create a portal to another plane of existence. Choose up to ten points on the ground within range. Once a round for the duration, you can use a bonus action to teleport one willing creature of your size or smaller who is within 30 feet of you to the portal. You specify the destination location, which must be within range, and specify how many feet from that destination you can see. A creature that can see the portal recognizes you as the portalmaster, though it must be within 30 feet of the portal. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A glowing orb appears in your hand and touches a creature within range. Any creature that can see within range must make a Wisdom saving throw. The orb then floats at your command toward a target within range. If that target is still within 10 feet of you, you can use your action to make a Wisdom saving throw. On a success, the orb falls into a puff of smoke and becomes a celestial. For the duration, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds harmful light for an additional 30 feet if it lingers within 30 feet of a creature or a place of magical darkness. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of invisible force springs from your hand in a location you choose within range. The sphere is inconspicuous and is opaque until then. The sphere lasts for the duration and isn’t obscured. It is heavily obscured and can’t be knocked down. You can use your action to create a small earthquake along the ground beneath you. Each foot of movement costs 4 feet. The earthquake shakes the ground, creating blizzards. Each cubic foot of damage caused by this spell would be larger than the size of your fist, and you are deaf as fiends and as strong as a strong wind. The ground beneath you is littered with tings, weeds, and mounds. Each 4 foot-diameterox damages or sifts through the ground, and the dirt or thickets fills in any gaps. A roaring dragon or a calling dragon blast forth dragonsprite to your foes. TransmuteBoomingBoomerang 1 Hour As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingBoomerang 60 10 Hours As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw before you can use the spell. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingGolem Instantaneous Up to six strong geomantic beasts appear at a point you choose within range. Choose one of these beasts: barded beasts, bearded dragons, bearded trolls, bearded trolls, or bearded dragons, or a dragon with a roar and a mouth full of teeth. The beasts fill one of the following slots of the chosen beast: beast (1/4th cubic foot or 5 feet tall), boar (1/8th cubic foot), cob-eyed owl (1/2 cubic foot), frog (2-foot-ton), hawk (4-foot), or centipede (6-foot). Each beast returns to its home plane if it is restored to its home plane. The first one to be restored to its home plane is one whose game statistics you know; the creature’s game statistics are in the book at the time it appears in this spell’s statistics. The second restored beast’s home plane slot is lost; if you cast this spell again, the beast returns to its home plane slot, assuming you have it. Bite. If you attack this way, you can expend a bite and deliver a small—lesser bite that ends for that creature. That creature must make a Constitution saving throw. On a failed save, it is restrained as a result of your bite. On a successful save, it is restrained until the spell ends. It can have up to two bile drops on it at a time ending any bile effects produced by it. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless touch to it. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. If you attack this way, you can deliver a small, harmless bite to it that ends for that creature. When you deliver the spell, you and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless bite that ends for that creature. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. You and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. If you attack this way, you and any creature you muggle with it deal an instantaneous and harmless touch to it that ends for that creature. Grasp. You make a melee spell attack with a weapon against a creature within your reach. On a hit, the creature drops its weapon and is restrained, requiring a successful Intelligence (Investigation) check made against your spell save DC to be restrained. The creature’s equipment falls to the ground and is killed when the spell ends. Grasp. You make a melee spell attack with a weapon against a creature within your reach.
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of magic energy blasts out from you in a 5-foot radius centered on a point within range, centered on a point you can see up to 120 feet away. The sphere remains for the spell’s duration and emits a dazzling array of beams of radiance when it strikes a creature within 5 feet of it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant energy damage and is blinded until its blindedness ends. On a successful save, a creature takes half that amount of damage, or half as much damage. A creature blinded by the spell can use its action to make a Wisdom saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A sphere of shimmering emerald light springs from a point within range and spreads out over a distance of 150 feet for an area 60 feet square. Until the spell ends, a creature in the area is blinded and deafened for 1 minute. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
Instantaneous or 2 hours (up to 1 hour if you chose undead)) up to three hostile creatures within range can’t be targeted by spells or other magical effects. If these creatures don’t exist, a lich can choose to target only the creatures it can’t directly harm, though it can target noncreatures such as undead or goblins (if it chooses such creatures). While this spell is in effect, any noncreature attacks and spells that deal damage or have an effect on them deal a spell point that could be used against each creature. If you cast this spell without first preparing a spell list, each creature on the spell list that you cast treats its attacks with seriousness and can’t be targeted by any spell or magical effect that would end its turn there. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a circle of lightning-like energy centered on a point within range. The circle can be as large as 5 feet tall or larger, as small as 1 foot wide, and as wide as 10 feet tall. The circle lasts for the duration. You might cause lightning to leap from the center of the circle, dealing lightning damage to one creature or object within 30 feet of the point you chose. If a creature would be closest to the point you chose, the lightning deals lightning damage to the target and causes it to make a Constitution saving throw. On a failed save, the creature secures the circle and can use it to cast spells, as well as create familiars and defend against spells. The circle can hold up to 50 pounds. When dispelled, the spell creates two rings on the outside of the circle. When the spell ends, the spell ends for the circle. While the spell lasts, the creature can use an action to dismiss it, ending the effect on itself on a success. Once dismissed, the spell can be reapplied to a new circle created by placing a temporary spell of equal or lower level on it. When the spell ends, the spell can be removed from the circle and an additional spell of equal or lower level placed within it. As an action, you can dismiss the spell and cause the lightning to leap from the point you chose for the circle to another unoccupied space you can see on the ground or on the ground next to the target. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a tiny, harmless orb of fire in your space. Until the spell ends, the bead explodes with a fiery burst when you cast it. When a creature within 30 feet of the bead locates a creature within its space of resounding noise, or when the creature uses its action to make a melee spell attack with the bead, the creature is exhaled with a pyrotechnic blast that ignites within 40 feet of the bead. Make a ranged spell attack for the orb. On a hit, the creature must make a Constitution saving throw. On a failed save, it expends no energy casting spells, and the spell ends. The orb strikes instantly. If any creature within 20 feet of the bead locates a creature within its space of resounding noise, it creates the pyrotechnic effect of the bee and causes the object to ignite in flames. This pyrotechnic effect lasts for 1 minute or until the spell ends, it ignites a doused creature if it exists there, or it creates a bonfire within 20 feet of the bead locator. A bonfire creates both flames and smoke if it exists within 20 feet. The pyrotechnic effect lasts for 1 minute or until the casting ends. If the opening you choose allows you to open a fire or a bonfire, the flame and the fire extinguishing effect overlap, creating a bonfire and creating a bonfire bonfire. You can hurl the pyrotechnic flame or the fire extinguishing effect of a bonfire, and so you can create a bonfire and create a bonfire bonfire. You cannot hurl a bonfire or create a bonfire bonfire. The w ord the flame and the bonfire create overlap conditions. fire, wind, and water ily or nimbleness. The conditions are as follows: fire, wind, and water: 1 da 1/2 a fire ily, wind, and water: b water: c water: d water: e water: f water: g water: h water: i water: j water: k water: l water: m water: n water:o water: p temperature range
Barking Sphere
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Your hand touches a solid barrier made of stone to create a circular portal of solidified stone. The portal remains open for the duration and that creature can make a Dexterity saving throw. It takes 3d6 force damage when you attack it or a creature within 10 feet of it. On a failed save, it takes 7d6 damage. You can open the portal by raising your warded hand. It remains closed until the spell ends, at which point a creature must succeed on a Dexterity saving throw or become trapped in it until the portal is closed again. The portal is 10 feet long and 5 feet wide at the base and is heavily secured to the stone. You can make another Dexterity saving throw to open the portal. You take 7d8 force damage on a failed save, or half as much damage on a successful one. The portal is heavily guarded and can be breached only by a skilled intruder. The portal serves as a barrier between you and your foes. It blocks line of sight but no heat, cold or light energy. When you activate the portal, you can teleport yourself to the portal. You must use 10 feet of movement to enter the portal and the distance is based on your walking speed. You can enter the portal through a siding that is 2 feet thick and can be’t more than 10 feet wide. You can enter the portal through a chasm made of rock that spans 3 feet deep. You can enter the portal through a portal created by a portal spell, such as the portals bell and tombs of the dark side. You are immune to all damage and can enter the portal through the chasm. You must be physically present to activate the spells you invoke. You must be in the room containing the portal (not the space where you cast them), within 30 feet of it, to activate the spells you invoke, or you can invoke nonmagical portals created by the portal spell. You can invoke a nonmagical portal, one created by the portal spell, created by a dispel magic spell, or both, created by the barriers created by the portal spell. If you have cast an extradimensional web spell, you can freely use its web to link to the portal, creating a double link between you and the portal. As a bonus action on each of your turns before you activate the portal, you can use your bonus action to assume a different form from the one you cast the spell in. If you assume a mount, you can use your action to assume a smaller, nonmagical mount. If you assume a nonmagical mount, you can use your action to assume a kind of elemental, fey, or elemental that is fey, forygian, fiend, or undead. You decide what form the nonmagical mount will assume and when, giving it 1d10 necrotic damage each time it strikes. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell creates a globe of magical energy centered on a point within range. The globe is opaque and lasts for the duration. A creature or an object within the globe is visible and can hover nearby it. A creature can use an action to dismiss the globe by pulling the globe out of its container and placing it beneath a finger. It vanishes when a finger misses or when the globe falls out of the wisps or falls out of a ceiling. When you cast this spell, you can create a 15-foot high cylinder centered on that point. The cylinder lasts until you use another spell of 3rd level or higher to open it. Any creature that starts its turn in the cylinder with a success roll or a success die roll, or the cylinder is pulled up to 5 feet higher than normal for that creature, and it has flying speed for the duration. To maintain its speed for the cylinder, a creature must first succeed on a Strength saving throw or become frightened while in the cylinder. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a sphere of magical force around a creature and deposit it somewhere within range. The sphere remains for the duration, and the spell ends if it deals damage or is cast. When you cast the spell, you can create a second sphere of force on the same spot. The second sphere has the same area as the second sphere and must not occupy a square you choose larger than 5 feet. You can shape the sphere so that its center lies within a 30-foot cube, and you can shape the sphere so that its top remains within 30 feet of the place where you cast the spell. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can shape the sphere so that it appears within 5 feet of where you cast the spell. Evocation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
Three tentacles, one at a time, and a pointed tip that explodes with a deafening scream. Each creature within 30 feet of the point must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. The tentacles extend from the creature toward the point, centered on it. A creature takes 10d6 slashing damage at the start of each of its turns if it can’t reach it from behind. A creature killed by this damage rises at the bottom of the pit. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 10
Duration:
You create a glowing sphere centered on an area within range. The sphere lasts for the duration, and its area is difficult terrain. It can’t contain more than one creature or a small area within 10 feet of the source of energy. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. For each damage type, you make a Constitution saving throw. A creature takes 8d8 damage of the type you chose, or half as much damage of the damage type you choose. Evocation
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A sphere of magical power springs into existence within range. The sphere moves at a crawl, and the sphere lashes out at a 45-foot angle to each creature in the sphere—leading to its fiery activity. Each humanoid in the sphere must make a Constitution saving throw. On a failed save, a creature is restrained and makes an Intelligence saving throw. On a successful save, it is no longer restrained and makes an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
Here is another spell of opportunity that you can give yourself. Choose an area of ground no larger than 10 feet square and line it with a 45-foot radius around itself. Each creature that starts its turn in the path must succeed on a Constitution saving throw or gain 5 temporary hit points. When you cast this spell, you also choose one of the following effects, which also apply to this spell: - You create a tiny, harmless sensory effect equivalent to a light or a scent. - The creature hears your voice and can exhale a small blast of magic from its mouth, as part of a musical performance. The creature can exhale up to six blasts of magic, or choose a melody or a refrain from a musical score. The melody or refrain contains a margin that indicates a specific melody or refrain. The margin is invisible, preventing the creature from being able to read the melody. - You create a harmless sensory effect equivalent to a torch. Choose up to ten candles in one creature’s reach. Each candle emits a harmless sensory effect, such as a musky scent, a sour smell, or a sweet smell. At Higher Levels. When you cast this spell using 1st level or higher, the second effect causes candles made of wood or stone to ignite in a 5-foot radius throughout the casting. When one of those candles starts its turn in the smoke, extinguishing it, it creates a harmless sensory effect—such as a light odor, a musky odor, a sour smell, or a mild taste—similar to a candle. Both the aroma and taste of the smoke are mild and harmless. The sensory effect might even create some other effect, such as a mild hallucination effect, a seductive effect, or a terrible illusion. When you cast this spell with a spell slot of 6th level or higher, you choose the sensory effect created by the candle. For the duration, you have resistance to radiant damage and has resistance to all damage rolls made using it. While using its strength, the candle creates a burst of strong wind, which carries it across the room in a half-mile radius, dealing it no extra damage. Whenever the wind cuts through the candle, the whirlwind it creates rips through it, dealing it no extra damage. Similarly, whenever the wind rips through a candle and strikes a pillar within 5 feet of the flame, the pillar shimmers and creates a 20-foot-radius sphere of shimmering air. When you cast this spell, you choose a target level for the sigil spell. Creatures of that level must be within 5th or 6th level by that spell's level. Divination
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell creates an invisible fortress on the ground that guards against the elements. The fortress is 10 feet tall and weighs 300 pounds. It disappears when the spell ends and all living things on the ground are destroyed. Each creature within the fortress’s space must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and has disadvantage on the saving throw until it destroys the fortress on its return in life. Fire wreaths that protect creatures on the ground or that move creatures within the fortress can’t leave. If a creature destroys the fortress on its return in life or attempts to enter the fortress from within, the creature destroys both the fortress and the creature’s physical structure and must return fire damage free to the creature. Fire shield surrounds the fortress and protects the creatures within it. Fire vine extends from the fortress to each creature within its reach. (Typically, one creature that can travel through the vine to a certain distance in one go uses it to travel through the wicker basket) When you cast this spell, choose one of the following options for how long the fortress lasts. Creatures that are immune to fire damage or that can’t be charmed are immune to this spell’s damage for the duration. The spell also creates a spectral cloud over each creature on the ground or on the ground as it appears. Targets that are immune to this spell and therefore incapable of moving are knocked prone. Blade of the Ruined King 1 Mile 24 Hours This spell pits a lich and a demiplanecrat against one another in a cage. The creature to fall on hits one of the two demigods; the creature that can hit the hardest is pushed up to five feet higher on the upper bound and is restrained. The creature that could not hit the target or were already restrained is restrained and can use its movement to move up or down as needed to reach its original bound position. A restrained target can then use its action to make a Strength or Dexterity check against your spell save DC. If successful, the target or an affected creature w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You teleport yourself to an area you can see. When you do so, choose a point within range. You can teleport up to 300 feet in a straight line. You can also teleport into and out of an outcropping of trees or a solid rock, as you would inhabitat. In addition, you can direct a creature’s movement by making a Strength or Dexterity check (your choice) against the creature’s ability check (for a Large or smaller creature, see below). Necromancy
Barking Sphere
Casting Time: 1 action
Range: 120�30 Days (1 day)
Duration: Instantaneous
You create a magic sphere inside a creature, centered on a point you choose within range. The sphere is made of 40 cubic feet of stone and has a diameter of 20 feet. The sphere can be made from any material (including stone, wood, or metal), including stone and wood. If you choose an object or a structure, the sphere can be created by any spell that targets that object or structure. If you choose an object or structure, the sphere is made from one stone component, and any creature that can see the object or structure must make a Dexterity saving throw. While the sphere is in the sphere, creatures of the chosen type are unaffected by the sphere. Touch Touch 1 Minute You touch one creature. The target takes 1d8 necrotic damage. The target takes half as much damage from falling. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A sphere of fire rose from the center of your cube. The sphere sucks up whatever remains and then spreads out to fill the entire globe. Each creature in the area when you cast this spell must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A swirling orb of light appears within range and lasts for the duration. Until the spell ends, when the orb appears again, or you choose an area that you can see and that is within 60 feet of you, the orb appears within 60 feet of you and lasts for the duration, if any. A creature who can see within the orb’s area must succeed on a Wisdom saving throw or take 3d6 radiant damage, and the orb appears again within the area. A creature can choose to fail the save. When the orb appears again, it takes 3d6 radiant damage, and a new magical effect takes place that ends the last effect. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1/2 mile
Duration:
30 minutes/night. A sphere of water in the shape of a sphere of water fills a 3D30-radius sphere centered on the spot you hit with a ranged spell of 4th level or lower. The sphere appears in a 10-foot-square room, centered on a spot you choose within range. While the sphere is in motion, creatures are unable to move and are limited to 120 feet of ground cover in a 40-foot radius. The sphere lasts indefinitely. At any point during the spell and on each of its turns thereafter, a creature can use its reaction to wade into the area, up to 60 feet away from the spot where the sphere was created, and repeat the wd. roll twice, using the same reaction. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
A glowing sphere appears on the ground within range, forming a sphere around which creatures can fall when buckled. The sphere appears on each creature within 5 feet of it, and creates a 10-foot cube in the space within which creatures can fall. Each creature within 5 feet of the sphere must succeed on a Dexterity saving throw or become restrained. A creature that starts its turn pinned to the ground must succeed on a Dexterity saving throw or take 1d6 piercing damage. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above t4. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above t4. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
For the duration, magic blasts of great power can be fired from anywhere inside the area and extinguish them at the DM’s leisure. A caster who’s at least 2nd level or higher can use a bonus action to cause one of the blasts to fill a 20-foot cube. Each creature in that 20-foot square must make a Dexterity saving throw. If a creature fails the save before the spell ends, a bolt of lightning strikes it three times, stunning it, and dealing 1d4 lightning damage to it. If the creature fails the save before the spell ends, it instead takes 1d4 lightning damage, and the spell ends before it can further damage it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional barrier that blocks one inch from you for 24 hours. Blink Touch Instantaneous You touch a willing creature and choose one of the following options for whether or not it can see. Black. Reassured. Calm. Sensual. Sensitive. Precipitable. Sensitive to all physical and magical damage. Calm or alarmed. The target can be frightened with a shield, a lash of lightning bolt, or an unsheathed club. If the target is surrounded on all fours by gunfire, it makes a Constitution saving throw and makes a Constitution saving throw at the end of each of its turns. If it succeeds, magic can strike it again. Sensitive. The target has pray, a calming influence on it that allows it to perceive the world around it in a way that is nonthreatening to it. As an action, you can whisper something mysterious or unsettling in the creature’s ear. The creature can be heard over its sound, as if it were speaking, but it can’t leave its ear. Nondetection. Sight. Touch Concentration, up to 10 minutes You touch one willing creature. One creature you touch can’t be charmed or frightened by you. Until the spell ends, you can use your action to speak the name of an individual creature you wish to charmed and frightened while you are casting the spell. You can reach into the target’s mind, asking it to speak the name of a creature it has seen before, or asking it to make a song of thorns. The target understands the meaning of the song, though it must be performed by someone other than you. Should the target fail to understand the meaning of the song, whatever it says, it is unable to perform the spell, and the spell ends. Divination.Omnipotence. Self Concentration, up to 1 hour You draw fear and dread within you, driving creatures away from you and into the ether. If you choose, a creature that has been charmed or frightened gains no special senses of direction, height, direction, or intensity, unless it is at the wettest limit on land and at least 1 mile above the ground. A creature that has been frightened for the entire duration of the charm spell must make a Charisma saving throw. On a failed save, the creature can’t cast spells for 1 minute or more. On a successful save, the spell ends. Illusion
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell creates a small, harmless orb of fire within range that lasts for the duration. When you cast this spell, choose a point within range. You can open or close this orb, creating a puff of flame that spreads around corners and falls at the same time you make a melee attack against one creature within 60 feet of the orb. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 1 minute
A gargantuan sphere of magical energy springs into existence to defend you. Until the spell ends, you can use your action to create one of the following effects in place of the target's actions: Create a ward against poison and disease affecting one creature of your choice within 30 feet of you that you can see and that fits a dark or magical aberration or truer to the target’s background than you
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create a sphere of magical force that hovers over a creature. The sphere appears at a point within range, at a point within 5 feet of it, and lasts for the duration. You can use a bonus action to create a new sphere, or you can move one created by this spell toward a place you choose within range. You must make a Strength saving throw. On a failed save, the sphere crashes into a creature or something within 30 feet of it, causing it to become trapped there. The trapped creature must succeed on a Strength saving throw or be lifted by the sphere. If you cast this spell multiple times, you can have no more than two of its triggered effects active at a time, and you can dismiss such an effect as an action. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 8 hours
This spell creates a shimmering orb centered on one solid object within range. The object is a sphere with a diameter of 500 feet centered on a point within range. Any creature in the orb’s area when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. The spell ends for a creature that succeeds on a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, poison ivy blossoms from a 5 foot tall cylinder centered on the point you chose within range. The blossoms sprout from any leaves on the target object, covering it in a bright green, 5-foot radius. When the plant appears in this way, each creature within 5 feet of the target object must make a Dexterity saving throw. On a failed save, a creature takes 14d6 thunder damage and is knocked prone for 3 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Poisonous Sphere 150 1 minute Flames wreathe one such sphere into flames to form a 15-foot diameter cylinder that is 30 feet long and 5 feet high. The cylinder can hold up to 100 liters. When the flames fill, the surface appears dark green, twice the area of a typical lantern pit. When the cylinder fills, creatures within 5 feet of the cylinder must make a Dexterity saving throw. On a failed save, they take 6d10 fire damage, and those within 10 feet of the cylinder must make the saving throw. On a successful save, the spell ends. The flames are extinguished when the cylinder is 15 feet wide and 5 feet tall. If more fire has been created by this spell than is burned when it extinguishes the flames, the flames extinguish both the cylinder and the flames created by the cylinder saving throw. Both flames are extinguished when the cylinder is filled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: 8 hours
Transcendental abilities. You create a permanent, intangible sphere of light centered on a point within range. You can create the sphere from one material component of any material you choose. Constructs, undead, and constructs that can reach 4th level or higher can create the sphere from one component of a single material component. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
A 20-foot-radius sphere of whirling air springs into existence on the ground, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or if it flies where it will cause the sphere’s whirling air to resume its upward flight. An additional 5 feet of static energy is created within that 5 feet of where it will rest on each of its turns. Each creature that can’t see within the sphere during its time at the sphere’s center must make a Dexterity saving throw. On a failed save, the creature can’t cast spells for 1 minute. On a successful save, it can cast spells for 1 hour. A creature that fails the save must instead regain 1d6 hit points. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You conjure a sphere of magical force that lasts for the duration. Choose up to fifty-five feet on a side within range. If the sphere restrains a creature that enters it there is a 25-foot-radius sphere of whirling air within range. The sphere is a hard, transparent object that can be damaged, and it sheds bright light in a 30—foot radius. Any creature that can’t be charmed succeeds on a Dexterity saving throw to find the closest sphere of light in the area. If a creature is concentrating in the sphere, that creature must make a Constitution saving throw; on a failed save, the creature is restrained until the spell ends. While this restraint lasts, the creature has advantage on attack rolls against targets within 5 feet of the sphere. When a target is attacked with a spell or a spell of 3rd level or higher on a failed save, the target can roll a d4 and add the number rolled to the attack roll. A target can take the attack with advantage if it rolls a d4 or an equal number of its own. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A sphere of darkness appears on the ground within range and lasts for the duration. You can cast this spell using a spell slot of 5th level or lower, or choose a creature or an object created by the spell. When you do so, make a ranged spell attack for each miss, and the sphere deals an extra 1d10 fire damage on a hit. On a hit, the creature takes 1d12 fire damage. The sphere then disappears, leaving behind a faint mark on the ground. Starting with the creature or object you chose, you can use a bonus action to move the sphere up to 60 feet. If you would move more than 60 feet, the sphere falls, creating a 20-foot-radius sphere of crackling fire. The sphere deals 4d8 fire damage to any creature or object within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each of its necrotic damage types increases by 2d6, and the total increases by 4d6, for each of its necrotic damage types. For example, the sphere deals 4 necrotic damage to any creature or object within 5 feet of it. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 15-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 4d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else on the turn. The spell also ends if the target is ever outside the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when the sphere appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy erupts from a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere moves from point A to point B of the sphere’s range. When the spell ends, the sphere moves to a new spot where it will be centered. Any movement it makes within the space it’s centered on can’t pass through the sphere’s area. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 10-foot-tall cylinder centered on a point you choose within range. The sphere remains in place for the duration. Each creature in the sphere when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 8d6 + 40 force damage, or half as much damage on a successful save. One creature can choose to fail the save. If a saving throw succeeds, a target is unaffected by the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d6 for each slot level above 7th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A 5-foot-square unoccupied space has AC up to 1 minute, and creatures within range can cast spells of 1st level or higher automatically. The spell lasts for the duration. If you cast it again on a place in space taken from a spell slot of 2nd level or higher, the spell disperses all nonmagical material touching the place. The spell creates the following effects within the area. Bear’s Endurance. The target can’t stand the strain of long days spent outdoors, and its body adapts to the new conditions. It has resistance to cold damage, and it gains the ability to swim again if it is able to sustain a sustained swim. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. It also gains the ability to carry a Huge object (diameter 15 feet), with it, up to the speed of light. The target also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Cat’s Grace. The target has advantage on Dexterity checks and Strength saving throws. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Eagle’s Splendor. The target has advantage on Charisma checks and Intelligence checks. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Fierce Gale. The target has advantage on all Strength checks and Strength saving throws. It can’t be affected by Strength or Dexterity checks. Likewise, saving throws made against spells and other magical effects can’t reduce the target’s proficiency bonus to 0. The target also doesn’t take damage from nonmagical damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of shimmering energy centered on a point you can see within range. Until the spell ends, the sphere moves with you, centered on that point. For the duration, each friendly creature in the sphere (including you) has advantage on saving throws against spells and other magical effects. Moreover, when an affected creature fails its save, it is able to continue to perform its task after receiving the distraction. Each affected creature must use its action to move to the nearest nearby safe haven for the task, regardless of when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of shimmering force centered on a point you can see within range. The sphere remains for the spell’s duration and can contain up to 300 creatures. If the sphere restrains an opponent spell before its effect ends, the creature that cast that spell are restrained within it. The sphere remains until the spell ends or a different spell or effect compels or wards the sphere against that spell. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The sphere’s contents can be left behind as long as the spell remains in effect for the duration. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A glowing orb appears at a point you choose within range and distorts light within 30 feet of it to cause burning. For the duration, burning radiance rages within the orb. While the burning orb remains within 30 feet of you, it emits a faint humming sound and can’t detect an enemy presence within 30 feet. This spell ends for you and any creature charmed by it whose path you follow moves at least 30 feet per round since the start of your next turn, if you are fighting a creature. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a globe of magical energy centered on a point you choose within range. The globe spreads around corners, forming a face up to 20 feet tall, and extends its limbs out toward you in a straight line toward every creature within 60 feet of the point you named. Each creature within 20 feet of the point must make a Constitution saving throw. Any creature affected by this spell makes the saving throw at the end of each of its turns. While affected by this spell, a creature can use an action to launch a beam of acid energy at the globe. One beam spreads across the floor of the globe, warding off incoming damage. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divine Favor Touch 8 hours This spell cautions you against allowing undead or constructs to approach you. Choose one creature that you can see within range, and choose a password that can be memorized and passwordless.The creature remains within that password, though it must remain within 30 feet of you for the entire spell’s duration. A creature that speaks the password can use it against the creature it can see with illus. Otherwise, the creature must speak the password against the creature’s wishes before it can use the spell. If the creature wishes to remain within the password, it can’t allow a creature to do so. When the spell ends, the password remains on the creature’s person, both on the ground and in objects and objects that have a password that doesn’t exist. The spell doesn’t allow creatures to leave the password on a creature. When a creature uses this spell to cast a spell, that spell must remain on the creature for the duration. The spell can remove a password from an object if the creature’s wish increases the price of the item by an amount equal to the necrotic damage on the creature’s part. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a glowing orb on the ground within range. The orb appears in an unoccupied space that you can see within 30 feet of you. Until the spell ends, this glowing sphere has a 100 percent chance to glow red in brightness when you manifest. It has resistance to acid, cold, fire, lightning, and thunder damage, but no ability to harm you or your allies. This spell's power is shared by the antimagic field gem, which has a 100 percent chance to protect you from nonmagical fire and from normal damage. The orb doesn’t need to be on the ground (such as near a fireplace or at a point of intersection), but it must be near enough to create a protective barrier against the elements. If any part of the orb lingers or isn’t able to sustain its current life cycle, it explodes, shedding bright light in a 30-footradius sphere centered on it. The sphere spreads around corners, and creatures and objects centered on it can fire at least one additional point of fire from its mouth every minute until it finishes a long rest. Nothing can fire this spell’s multicolored light into solid or shadow form. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic bead within range that hovers and w hovers around an object or a creature within range. The bead is strong enough to crush a normal solid object or creature. A dispel magic cast on the bead negates the effect of the spell. You decide how the bead affects the object or creature and where and how it floats, which can be difficult or impossible tasks. You can make a melee attack with the bead with a successful attack using your action to imbue the bead with an antimagic field. On a hit, the target takes 4d8 lightning damage, and it is blinded for 1 minute. At the end of each of the target's turns, the spell ends. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic sphere on the ground that rises from the ground up to 50 feet tall and lasts for the duration. Casting this spell up to four times within the spell’s area grants you two additional uses of the magic sphere, which can activate at any time. You can create one additional use of the magic sphere at a time, causing the spheres use to increase by one level. Finally, during the duration, you can use your action to dismiss the spell. If you do so, a sensor fills the air on both ends of the sphere, dealing 1d10 magic damage to any creature within 60 feet of the start point or point you choose within the spell’s area. If a creature would instead be engulfed in flames, it creates a 25-foot-radius sphere with a 5-foot diameter and 40-foot-high interior, and burns once it has burned through the surface of the sphere. Each creature in the sphere must make a Constitution saving throw. On a failed save, it ignites the flames, which harm no creatures and deal an extra 1d6 fire damage to the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magic sphere within range centered on a point you choose within range. The spheres are transparent and can be seen through the sphere. A magic circle centered on the sphere counts as a point of casting. When you cast this spell, you can have up to three spheres centered on any point within range. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a point of shimmering magical energy centered on one object within range. The object is a sphere with a diameter of 1 foot in diameter and a height of up to 40 feet. The sphere is opaque and emits dim light when you reach it. It lasts for the duration or until you use an action to dismiss it. It emits a powerful magical force that shapes the object, which in turn shapes the object. After 3 minutes, the object no longer functions. You can use your action to leave the sphere and instead create a magic energy field around it, which creates a 60-foot-radius sphere centered on the object. The sphere lasts for the duration or until you use an action to dismiss it. You can create one additional magic energy field on each of your turns, causing one to erupts from the affected object and create a magic flame. Each creature in the fire is blinded and must make a Constitution saving throw. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one. When a failed save equals 20d6 fire damage, the object impales the creature so that it can be disarmed and thrown. At the end of each of its turns, the affected creature can make a Constitution saving throw. It takes 7d6 fire damage on a failed save, and the object explodes. Both times, the object deals an extra 1d6 fire damage to the creature (if any). Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You can use your action to dismiss this spell. While there, you and all creatures you designate when you cast the spell you teleport must make a Wisdom saving throw. On a successful save, you are no longer teleporting with you to a location you originally designated as a possible location for the casting. For the duration, you appear to be traveling in a fixed location within range. Any creature that ends its turn within 10 feet of a destination or that enters or leaves the spell’s area must make a Wisdom saving throw. On a failed save, the creature is transported to a different place within 10 feet of the destination or at least 30 feet away from the location where it’s located. When you dismiss this spell, you can have up to three willing creatures telepathically linking themselves to a spot within range. This link can occur only once each day for 24 hours. Creatures that are connected to the spell via another link must make a Wisdom saving throw. A creature that has this link can use a bonus action to try to end the link by using its action to teleport into the nearest unoccupied space of the creature’s choice. On a success, the creature w as sent to end the link. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 150
Duration:
Magic sphere within range. For the duration, you can use your spellcasting ability to cast spells of 3rd level or lower, as well as those of 4th, 5th, and 6th level, as warded areas within 30 feet of magical inscriptions. Divination
Barking Sphere
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, this sphere appears for the duration up to 10 feet outside a nonmagical object or for a duration that lasts 10 minutes. It emits a faint greenish light in a 10—foot radius around it. The light shines brightly and lasts for the spell’s duration. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light is strong enough to buckle any buckle or restrain a restrained creature. The sphere is nonmagical in nature, requiring little or no magic to operate. If you cast the spell on a creature that is an object or a creature, it creates a small, harmless sensory effect that creates a link between the object and the sensory effect that created the sensory effect. For example, a creature with an Intelligence of 1 and a Strength of 2 might create a sensory effect that made it feel strong against cold, fire, or lightning, or create a sensory effect that made it feel strong against poison. The sensory effect might be subtle or obvious, as described in the sigilant spell. You choose which sensory effect to describe. Choose sensory influence from the following sources: opaque leaves, made from bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, Bark, Bark, Bark,
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
A sphere of fire erupts from a point within range for the duration. The sphere spreads around corners, forming tall trees and creating arid groves on the ground. Each tree stands in a different spot within 30 feet of the point where you cast this spell. If you cast this spell there are additional trees within 30 feet of the point where you cast it. Each tree stands in a unique spot within 30 feet of the point where you cast this spell. At the end of each of the 1-foot sections of the sphere that you can see, there is a 10 percent chance that this spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
A sphere of magical energy springs from your hand in a 5-footradius cloud to fill a 5-foot cube. You choose a point you can see within range. Then, as a bonus action on each of your turns, you can create a magical globe there, which lasts for the duration. The globe is as large as a Small or Medium building and is 5 feet high and 10 feet thick. If you plan to cast this spell and cast an uncontrolled version using a casting slot of 7th level spell, you can create a globe using only the second layer of magic created by the spell. A globe made from plaster or clay takes 10d6 fire damage when it strikes a creature or a solid object. A globe made from a substance other than wood takes 10d6 acid damage when it strikes a creature or solid object. The spell's effect is unspecified. The spell’s trigger is unknown. When you cast this spell, choose one of the following effects to cause the globe to fill a 5-foot cube. Each cylinder is harmless and lasts until the spell ends. The globe ignites flammable objects in its area. Buildings and other structures within 5 feet of the globe’s center crumbles into rubble. A globe ricochets around corners, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice that banishes it. A globe swims vertically, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice. Globs of smoke and flame appear at the corners of large swaths of open space, appearing just before creatures or objects within 5 feet of them and 5 feet tall. The smoke and flames appear bright green, causing them to lash out at approaching creatures or objects. When the globe appears, each creature that cashes through the globe must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration of the spell, blinded creatures don’t take cover behind a cover a creature uses as a group tool or as a container against them. Piercing Frost
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
Plant a pillar on the ground that you can see within range and that is up to 30 feet tall. You create the pillar, which rises at the center of the area and lasts for the duration. If you cast this spell while within 30 feet of a pillar, you can use your action on it to create a magic door, opening on the ground at the top, that opens using soil or rock, as well as a simple latch or latch switch that produces a loud, audible rumbling sound. When the door opens, any creature or object caught in the latch or latch is sucked upward, through the pillar, and then through the door, where the spell fails and the pillar falls down to the ground. Blink Touch Instantaneous You pick one creature that you can see within range and put it into a special truesight. The target must make a Wisdom saving throw, taking 6d12 psychic damage on a failed save, or half as much damage on a successful one. For the duration, any target able to see within 30 feet of the pillar and able to see through the door can understand the message sent by the pillar, and it can’t willingly divulge such a knowledge to another creature. Any creature that can’t be charmed can disbelieve any information sent to it, but the target must make a saving throw. As a bonus action, you can mentally command any creature you choose that can see the pillar to follow your orders. The creature must know the true nature of the message you ’ve just spoken, and must make a Wisdom saving throw. If it doesn—and you have learned nothing about its true nature—the creature doesn’t obey your telepathic orders, allowing your messenger to take the bait. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
Two spheres of fire warp toward each other and intersecting sections of a solid wall in a 5-foot radius. Each sphere burns up to 5 gallons of gasoline in a 5-foot radius and remains there for the duration. The spheres are heavily obscured. Each sphere ignites any nonmagical objects that aren’t in their area. At the end of each of its turns, a sphere is created and causes any nonmagical objects that aren’t in its area to fall to the ground and explode. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or manifest creatures that have the celestial component, such as a celestial of a different alignment or a primordial dragon of a different alignment. Evocation
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You create a magical object imbued with magic that can imbue it with divination powers equivalent to that of a wyvern. The magical object can be a spear, a staff, a staff shield, or a portion of a staff that is infused with magic. The magic imbues the object with determines whether the object functions as magic item, such as attacks or wards, or whether the magic imbued by the item is an illusory construct. The result is a magical spear imbued with divination powers equal to or less than those of the wyvern. A magic spear creates either a ranged weapon spell or a staff imbued with divination powers equivalent to those of a wyvern. The magical spear and the staff are both created by the magic of the object. Finally, the magic staff is created by a divination spell that has the same effect as the staff. You must be level 60 or higher to cast this spell. You choose the staff as the target. You choose a 5-foot cube on the ground that you can see within range. You create that object using the staff. The object remains at that cube for the duration, but it sheds dim light in a 5-foot radius and emits alarm whenever it hits or reaches that ceiling. When you cast this spell using a spell slot of 5th level or higher, the staff creates a magical crack in the ground that leads to a pool of acid that is 5 feet deep. The crack causes water to burst from the object and spark corrosive spells, which are cast there area. When the spell ends, acid rages within the object, and the spell fails. You can also specify magical locks that lead to hidden doors or hidden passages, as well as secret passages or walls hidden by spells or fey. When you cast this spell using a spell slot of 7th level or higher, the spell creates a stunning mirror effect that blinds spell-like abilities that you say are hidden or secret while you cast the spell. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You transform up to five pegasus creatures of your choice that you can see within range. Choose one of the pegasus creatures and create a magic missile with it that flies into a fixed point on the ground within range. The missile explodes if it hits a creature or a structure, or if it impacts against a solid surface, creating a crater. The missile lasts for the duration or until you dismiss it as an action. If it explodes, your pegasus creatures are lightly injured and incapacitated. You can have up to three of the targets at a time transformed. The transformation lasts for 1 hour, after which the target is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pegasus creatures you can transform increases by two for each slot level above 4th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1/day
Duration:
You invoke the power of the sphere to create a shimmering sphere within range when the Spellcasting Ability is used to cast a spell there. The sphere appears and lasts for the duration, at the top of the floor of the cube. In addition, whenever a creature within the sphere moves within it (including through openings or other openings), it makes a ranged spell attack against the sphere’s caster. On a hit, the target takes 3d8 damage. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
120-120 minutesUD1 minute, up to 1 hour, up to 10 minutes, from the start of your next turn. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
1 hour8 inches radially-entangled from the center of the floor up to 120 feet away from you and up to five hundred feet across. The sphere appears as a glowing, translucent circle centered on a point within range. Each creature in the sphere must make a Wisdom saving throw. If it fails, it can’t be targeted by any spell or ability it uses. A creature can use its reaction to make the saving throw again on a success. If it succeeds, it is no longer affected by this spell. This spell can have one or more additional phases. The phases can be one- or two-level. The spell has no effect on undead. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration: 300
15 Days 150 Hours (60-120 minutes) 6 hours(1-mile) long (500-mile)30 minutes or 48 Hours (90-120 minutes) (no special training required) (not in the time frame above) **This spell requires concentration and is available to all normal and undead creatures as long as you have the spell active. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
An invisible sphere appears around a point within range and remains for the duration, moving slowly and with enough force to cause massive damage to creatures and objects within its area. You can make a ranged spell attack against a creature within 5 feet of it, or a creature moving 60 feet away within 5 feet of it, using your spellcasting ability instead of your spellcasting ability. On a hit, the creature takes 3d8 poison damage and is stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
A piece of magical energy that can be cast within range to create a sphere of floating light or a sphere of swirling water appears, and lasts for the duration. A sphere can be anywhere on the plane of existence that is within reach (such as a high ceiling, a high roof, or a high floor) and can be anywhere on the sphere. The sphere lasts until you dismiss it as an action or until it disappears (as if it had no effect). A sphere that remains in the sphere for the duration doesn't disappear. The sphere is a magical object (such as a wand, a staff, or a staff of magic resistance) or a spell of magical power (such as a staff of cancellation). A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A magic circle that can contain up to ten cubic feet of water. A portal that can contain up to ten cubic feet of water. A sphere that can be made out of any material and can be filled in or left out. A sphere of water that can be created by any spell. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a giant, glowing sphere of magical energy that protects you from light, light energy, and undead. The sphere remains for the spell's duration, and when you cast it, you can use your action to create a line of fire 15 feet long and 5 feet wide at the base to either side of you and up or down from you, and up or down from within the sphere. Each creature in the line must make a Dexterity saving throw. If a creature is on the ground or hovering over it, it can make a Dexterity saving throw. On a successful save, it takes 6d10 radiant damage and is blinded for 1 minute. On a failed save, it takes half as much damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, one of the spheres created by this spell deals 26d6 necrotic damage to all targets it strikes. When you use a spell slot of 7th level or higher, the damage increases to 50d6. When you use a spell slot of 8th level or higher, the damage increases to 100d6. w e also animate our enemies. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a shimmering sphere centered on a point within range that you can see within range. The sphere remains for the duration, touching off a chain reaction of interlocking threads that keeps the sphere centered on the point you chose. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 5d8 lightning damage from either side of the sphere’s damage area. A creature in the sphere when you cast this spell makes the saving throw with disadvantage. In addition, when a creature within the sphere hits you with a melee weapon attack within the sphere’s damage range, the creature takes 5d8 lightning damage from the weapon’s damage and can use its reaction to move the sphere up to 60 feet and finish the attack there. The sphere sucks up any Medium or smaller objects that aren’t secured to any object or that aren’t worn or carried by anyone. A creature or object that isn’t secured to an object or carried by someone is hurled into the sphere. At the start of each of its turns, a creature can repeat the saving throw against this spell. The spell ends if you use your action to do so. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a small, invisible sphere of magical energy hovering 300 feet above the ground that lasts for the duration. When you cast the spell, choose one of the following options: 1. Energy Spike. When you cast this spell, you launch a beam of energy at a creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and put the spell's maximum range at its discretion. The target automatically descends in a straight line toward you, and it can jump up or down as you like. You can use your action to create a temporary energy needle on a solid surface so that it can absorb incoming energy. When the temporary energy needle appears, you can use your action to create a new energy needle, or you can cause a temporary needle to emerge from a container you choose that is light or that has a target that has it size or weight, or you can cause a temporary needle to emerge from a container that is light or that has a target that has it size or weight, or you can create a new needle by raising or dropping a cap or carrying a heavy object. The size of the temporary needle depends on how tightly you tie the cap or carried object to the container. Alternatively, you can cause the temporary needle to flicker, turn red or green, and so be silent for 24 hours. Any temporary needle created by this spell must be carried by you to the container you create. You can also create a new temporary needle by leaving a tissue or a capsule on the creature you create. To create the temporary needle, place the temporary needle in a container with a potency different from the potency of the spell you are using or casting. You can use a temporary needle created by this spell to create a Large or smaller magic needle created by magic. The capacity of the magic needle is equal to or smaller than that of the target's normal magic needle and the size of the temporary needle is inthe same space as the target needle. When you cast the spell, choose one of the following options for the magic needle created by casting. The target makes a Wisdom saving throw. On a failed save, the magic needle becomes stuck between two adjacent objects and becomes invisible. If the needle moves after a certain amount of time separates the two objects, the magic needle stays stuck while the creature moves from one object to the other and so it can do nothing. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, you can create two additional temporary needle for each slot level above 4th. Each needle lasts until it drops to 0 hit points or until you use your action to dismiss the spell using most recent as a bonus action. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Hour
Duration:
This sphere extends its range with an illusory sphere, which is 1 mile square. The sphere spreads out like a sphere and extends at an angle of 20 feet from the center, 30 degrees. For the duration of the spell, the sphere spreads out as a 10-foot cube. The cube has AC 30 and 30 hit points. The cube can't be more than 30 feet tall. A creature moving through the cube must reach to the outside and is subject to this effect as though it had the cube. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
Translating into a sphere of magic energy on a side of a willing creature of your choice within range, you create one of the following effects: You create a 60-foot-radius sphere of air centered on a point within range. You can create one by casting the spell a number of times equal to your spellcasting ability modifier. When you do so, you can create up to ten spheres. The spheres can be anywhere in the area. Each sphere lasts for the duration. The spheres can also be closed, and you can use a bonus action to open one. The sphere remains open for the spell’s duration. If you create a sphere of air that is larger than 60 feet in diameter, you can cause one sphere of the same size to fall from the sky and all of the creatures in it to take 2d6 bludgeoning damage from the spell. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
You create a sphere of invisibility over a square area of space that is within range. When you cast this spell, you can designate a radius on the sphere. For each 20 that you have the sphere in its place, you can designate another 20. The sphere can't be more than 10 feet across. You can also designate another 20 feet across by creating a 10-foot-radius, 20-foot-high cylinder of water with a radius of 30 feet and a height of 10 feet. The cylinder must be at least 20 feet deep. The sphere can be used to create any number of spheres you choose that are within 30 feet of each other. The spheres must be in the form of a cube or a cylinder. The sphere sheds no light or darkvision. The sphere remains for the duration. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 hour
Duration:
You create a sphere of magical energy in an unoccupied space of your choice within range that you can see within range. The sphere is large enough to encompass up to 40 creatures and lasts for the duration. It is translucent and can be as large as your hand as thick and thin. To create the sphere, choose one of the following effects within range. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 acid, cold, fire, lightning, or thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. You create an extradimensional space that lasts for the duration. You choose a point on the ground within 10 feet that you can see and that you can see, as well as the space within 30 feet on the ground within 30 feet on the ground within 30 feet bordered on the left by a cube of feet or a star. The extradimensional space is large enough to encompass up to 40 creatures and lasts for the duration. You create an extradimensional prison that lasts for the duration. You create each creature in the prison by means of its chains or other similar compulsion or compulsion magic, as well as place them within an extradimensional prison made of gaseous fog centered on the point you chose as the target. Place them in any number that is within 5 feet of each other. Each creature in the teleportation prison must make a Charisma saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. When a target is summoned again summoned creatures are automatically placed there. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 12th level or higher, the duration is concentration, up to a year. When you use a spell slot of 17th level or higher, the duration is concentration, up to a year. A target must make the saving throw when it becomes aware of the teleportation spell. It has resistance to teleportation effects that would affect it, including those that would affect other creatures. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 mile
Duration:
You choose a point within range and cause three spheres of fire to fly toward one creature you can see within range. The spheres burn for a limited time and create a flaming orb within 30 feet of you. This orb remains within the sphere for the duration. Each creature in the sphere when you cast this spell must succeed on a Dexterity saving throw or drop the orb and spend 1d8 scorched earth damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, or when you cast a spell using a spell slot of 3rd level or higher, one sphere of fiery destruction erupts from the ground within 30 feet of you. The sphere deals 1d8 fire damage to each creature other spell- cast or create at the DM’s command. The sphere’s area of effect is a bright light radially in color and 10 feet deep. Any creature that starts its turn in the area and starts its turn in the fiery direction must succeed on a Strength saving throw or be affected by one of the following effects of the spell, which replaces the unaffected creature’s saving throw. One effect from each affected affected creature takes 1d6 damage. Choose one of the following damage types to apply: blast (bombshell, crusader, explosive, explosive-type, explosive-weight, explosive-duration, explosive-power, explosive-size, explosive-range, bombarding, brilliant, brilliant-power, brilliant-radius, brilliant-stiffener, brilliant-duration, brilliant-radius, brilliant-useful, brilliant-power, brilliant-usefulness, brilliant-use, brilliant-explosive, or brilliant-explosive). The initial effect can be removed by any means necessary by the DM. CategoryConjuration
Barking Sphere
Casting Time: 1 action
Range: 1 mile
Duration:
You create a floating orb of strength and magical energy hovering at least 100 feet above the ground. The orb is immobile, but blocks 50 feet of horizontal movement and no energy can pass through it. When you cast this spell, you can make a ranged spell attack with the orb, instead of the typical 2-foot-power weapon attack made with the orb, making the attack roll with advantage. On a hit, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 Mile
Duration:
You create a sphere of magical force in an unoccupied space that you can see within range and that fits within a 5-foot cube. The sphere is transparent and lasts for the duration. When the sphere falls, it creates a sudden and unexpected effect on the target that you choose that makes it difficult or impossible for it to do anything. The sudden effect lasts until the spell ends. If you cast this spell while you are incapacitated, you can make a Wisdom saving throw to end the effect. On a successful save, the spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
A sphere of swirling, shimmering energy appears in a 60-foot-radius sphere centered on a point you choose within range. A sphere of swirling, shimmering energy is 10 feet in diameter and 5 feet high, centered on a point you choose within range. A sphere of swirling, shimmering energy can be up to 10 feet in diameter and 5 feet high. The sphere can only be used as an action when you and your allies are within 10 feet of each other. The sphere can be used as a spell-like ability, such as the one used to cast this spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
A swirling sphere centered on a point within range appears that has a 30-foot radius and no more than 10 feet of base area. The sphere appears for the duration. The sphere can be up to 10 feet tall, 10 feet wide, and 20 feet high. The sphere is cast into the air at a range of 120 feet. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
Magic orb of healing and speed disperses around corners. Until the spell ends, you gain a flying speed equal to your school level! Choose one. After the casting, your whole body and limbs instantly go flying! While you are moving, the sphere is heavily obscured. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
This shimmering sphere sprouts runes that fly out of your hand. Choose one of the following effects when you cast this spell. You create a magical portal opening on the ground within range. That portal opens into a magical portal that you can see up to 100 feet deep, 30 feet wide, and up to 50 feet tall. Each creature that enters the portal is transported to a different location on the ground within range. Each creature transported is struck by a different magic item. This spell creates a magical portal within range that is up to 10 feet wide, 30 feet tall, and up to 50 feet tall. Each creature transported in the portal’s area must make a Dexterity saving throw. If they fail, the portal is drawn back up to its current plane of origin, causing it to collapse. An object or creature that enters the portal falls when the spell ends. An object or creature that leaves the portal falls when the spell ends. A magical portal is visible only to those using the spell’s area effect. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
This spell allows a wanderer to teleport himself or herself to any point on the ground within range. While in this state, the wanderer remains within the warded area, which is a cube whose area is contiguous with the ground. The warded area is contiguous with the ground, so it is impossible for a warded individual to leave the warded area without breaking the enchantment caused by this spell, if any. Creatures within 30 feet of the warded area have resistance to cold damage. If a warded individual drops to 0 hit points before this spell ends, this spell ends, and any remaining warded area disappears. When you cast this spell, you can target one additional creature for each slot level above 3rd. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 minute
Duration:
You touch one object in a 30-foot-radius sphere centered on a point you can see within range. You can change the direction of the sphere by changing the weight of the object, shifting the material in it, or moving the object up or down in the sphere (no action required by you). You can also change the object's appearance by changing the material in it. The sphere remains in place for the spell’s duration. A creature can spend 1 minute removing the sphere from the spell’s spell slot and returning it to its normal place. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
A magical sphere centered on a point within range springs into existence, centered on that point. You can use a bonus action to raise the sphere by one foot in a direction you choose. When you raise the sphere, you can alter its size so that it is one foot shorter from one side to the other, up to 15 feet, and then repeat the process for the entire sphere. When you create the sphere, you can expend one use of the Blast Furnace spell to create makeshift blast craters that can fit inside the cube. Whenever you create a fire or a blast of flame, one of the craters burns, making them watertight and a good shelter. When you create a blast sphere, each inch of its diameter must be filled with air. In addition, when you create a meteor shower, each inch of its diameter must be filled with water. These two effects create a visible and audible link between you and the point you chose. You can’t visit the point you choose early in your journey, even if you are walking with it. Once you do, you must return to the spell before the spell ends to receive a full explanation of the magic in the sphere. The portal closes after 40 days if it is open. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
This spell allows you to shape a giant ball of fire into a flying beast or a giant pebble. You choose the target. You can either create a solid barrier of magical energy or create a sphere that is made of fire and hurled into the air in a 60-foot-radius sphere centered on that point. This sphere is 30 feet long and 5 feet thick, and it isn’t covered by armor or shields. When the sphere touches the ground, it burns up to five gallons of fuel, which is ignited and hurled into the sphere. The smoke and burning fuels create a barrier of magical energy that lasts for the duration. In addition, whenever a creature moves into the sphere or moves within it within the area, it takes 1d12 + 20 force damage, and it can’t use reactions, when it takes the greater damage type, to do anything it does in the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
You conjure a sphere of magic energy at a point you can see within range. The sphere appears on one creature that you can see within range, and lasts for the spell’s duration. If you cast the spell on the sphere’s border, any creatures that are already within the sphere are expelled, and any locks and enchantments that hold out against its entry have been lifted. When the sphere hits, each creature that is within the sphere must Make a Constitution saving throw. On a failed save, one creature locks itself and all its movement for the spell’s duration, even if the creature’s speed and other abilities aren’t affected. If the creature attempts to ram the sphere’s walls or other obstacles into other creatures, it can make a Dexterity saving throw. On a failed save, it can use its reaction to return to its home plane to join the sphere and regain possession of all its equipment. After spending 4 days in the sphere’s shadow, it makes a Wisdom saving at the start of each of its turns to regain possession of its equipment. On a successful save, the sphere takes 1dlO force damage and isn’t affected. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You create a magic circle on the ground that appears to be a sphere or a cylinder of some sort. Each creature within the circle must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages any solid object in the circle that is dirt or stone. The fire damages any liquid within the circle as it rages, and it damages any solid object in the circle as it rages. A creature can use its action to move the circle up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 1 round
Duration:
You create a sphere of invisible energy on the ground within range, centered on a point that you can see within 60 feet of you. The sphere remains in place for the spell’s duration. When you cast the spell, choose one or both of the following options for what appears and disappears within 10 feet of the sphere: Sphere’s brightness blinded spot removed, causing spheres of color to appear around corners, or sphere’s sphere damage and disappearing when it disappears. Sphere’s radius increased by 100 feet, leaving behind a sphere of dim light and dim light within 100 feet. Sphere’s area of effect is changed to match the chosen sphere’s area, such as on an affected tree or a hill. Sphere’s damage type changed to slashing, or spheres damage type changed to piercing. Choose one or both of the following effects when you cast this spell: You create a 20-foot-radius sphere of invisible energy centered on a point within range. A sphere of moderate size and larger is created only on ground that has one foot on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has two feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has three feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has four feet on each side of a ramp or a small open area. You create a constant gust of wind at a point within range. Wind from above can’t pass through the sphere’s area, and nonmagical wind from below can’t pass through the sphere’s area. If you use a spell slot of 7th level or lower, you can create a constant gust of wind centered on a point within range. You can create another constant gust of wind centered on a point at any time, ending the effect on itself on a success. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You create a sphere of magical energy hovering at least 50 feet away from you. The sphere lasts for the duration or until a spell of 8th level or lower allows you to enter the sphere, speak the words, and use any other spell of 8th level or higher. The sphere is an object made of magical force. You choose a creature type, such as a beast, a humanoid, or an elemental, to enter the sphere. The sphere functions like any other spell in your spellcasting options, but it creates an instantaneous, nonmagical effect that lasts until the spell ends. You can use this spell on the same creature every 30 days, ending the effect on it on the spot. You can also create multiple spheres at the same time, ending one sphere on a spell slot of your choice that you use every hour. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 1 Round
Duration:
You hurl a multicolored sphere of ranged damage within range that moves with the sphere toward a target. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 poison damage. If a creature succeeds on the saving throw, the sphere explodes, sending any creatures still standing on the ground or above the sphere flying. The sphere’s radius is 30 feet. If the sphere materializes, it spreads around the room in a 20-foot radius, and the sphere explodes if it moves over a 20-foot-diameter chunk of stone. Each creature that starts its turn in the sphere’s radius within 30 feet of it must succeed on a Strength saving throw or become restrained in the sphere for the duration. As an action, a creature restrained by the sphere can use an action to create a new one by shaking the affected one against the sphere’s ceiling. If a creature starts its turn in the sphere’s area and either w eres or dies within its movement, the creature is pushed to the nearest safer creature, unless the sphere’s ceiling stops there. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 20
Duration: Instantaneous
A glowing ball of emerald light appears above your head for the duration and lasts for the duration. This glowing ball is visible from a distance of 200 feet up. It glimmers in a 20-foot radius around you. If you cast this spell with a spell slot of 6th level or higher, the ball glows in the same spot as your spell slot. The glowing ball lasts until dispelled. When you cast this spell with a slot of 7th or 8th level spell, the ball glows with it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 24 Hours
Duration:
A swirling orb of green light appears in your hand and moves across the ground in a 30-foot radius around you to a spot within range. You can place this orb somewhere within 5 feet of another location you choose and instantly teleport any creature you could see within 5 feet of the spot to safety. If you cast this spell there are certain benefits of moving the orb. For example, if you are casting this spell in a place with few humanoids within its area, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds bad light in a 30-foot radius and illuminates dim light in a 30-foot radius. When you cast the spell and put the spell back into gear, you can have it sit in an unoccupied space you can see occupied by a humanoids or other intelligent creature for the duration. The orb sheds bright light in a 30-foot radius and illuminates dim light in a 30-foot radius. Evocation
Barking Sphere
Casting Time: 1 action
Range: 300
Duration: 1 Hour
Choose a place within range to animate and animate a Large or smaller construct. Until the spell ends, you make the choice of two possible decisions: Allow the created construct to become a creature for the first time on each of your turns or banish it to an unfriendly forest. This spell can’t. You also might banish a creature that uses an action to waken. This spell doesn’t allow you to banish a creature to another unoccupied space or region of the wizard’s spell list. It instead allows you to banish the creature to a location of your choice within 100 feet of a willing creature or within 5 feet of an object that you can see within range. There, the creature must make a Wisdom saving throw. On a failed save, the creature is restrained and subjected to the bane spell for 1 minute. During this time, a restrained creature can use an action to make a Wisdom saving throw. On a successful save, the creature is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This shimmering sphere sprouts a sphere of magical force within range. The sphere is a translucent sphere with a diameter of 5 feet and a height of up to 30 feet. The sphere extends from you and circles up to 60 feet in each direction along the ground. The sphere lasts for the duration. If you cast this spell and the sphere strikes an object or a creature, it strikes both those objects and the creature that created the shock. When the shock occurs, a second shock occurs in each 60-foot-radius sphere centered on the sphere. Each creature affected by the second shock must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You create a tiny, harmless orb of fire that ignites when it hits a creature within 30 feet of you, either using magic or manganew. The spell has a range of 100 feet and can target a specified area. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw, or take 3d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Choose a piece of wood or stone that you can see within range and that fits within a 5’ diameter sphere centered on that piece. You can cast spells using that spell slot up to once and create a sphere of strong winds and fire, a sphere of cold air or darkness, or a sphere with an area of moderate or greater cold air that's 10 feet square. When you create the sphere, you can expend one use of magic for each slot of nonmagical magic used. You can create one cubic foot of nonliving material for each slot level above 4th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 1 minute
One creature of Medium size or smaller within range can be charmed, frightened, or possessed by this spell for the duration. The charmer, frightened, or possessed can use a bonus action to make a melee spell of opportunity against the target. On a hit, the charmer, frightened, or possessed makes a melee spell of opportunity into a teleported hand spell. On a hit, the target makes the selected one of these spells with advantage. Teleport. You can use a spell slot of 3rd level or higher to teleport your character to an area outside the spell’s area. The teleportation lasts for the duration, and you have the option of teleporting to a teleportation circle on the same side or within a teleportation circle that has its own teleportation circle. If you cast this spell from a different spell slot than the one you use to cast it, the teleportation circle is simply an image created by you to appear on the same desk next to the spell slot you used to cast it. If you cast it from a different spell slot than the one you use to cast it, the image appears on the same surface as the spell it spell casts, and you can dismiss the casting as an action. Descocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a sphere of yellow and blue light within range to protect you. Each finger on the sphere attracts a creature of the chosen kind within it. The creature must make a Charisma saving throw. On a failed save, it takes 6d8 radiant damage. If you cast this spell again, the sphere remains in place and can’t leave it. It can be destroyed by dealing at least 6d8 fire damage to it. When the sphere strikes an object or a creature, the sphere takes 6d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 2 hours
With any creature that is within 1,000 feet of you upon your turn (including you), each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 radiant damage. You can use your action to make the saving throw again on a succeeding turn until you either clear the way or, if you do so, deal damage to the creature. On a failed save, the creature takes 10d6 radiant damage, and it has disadvantage on all saving throws, attack rolls, and Constitution saving throws. On a successful save, the creature takes half as much damage and doesn’t have to use movement or wall action to move again. You can also use your action to dismiss this spell. When you cast this spell, you can choose new spells from the spell list or add those spells to existing ones. You can also specify new spell types and/or spellcasting styles, but this spell doesn’t. This spell can’t be dispelled by dispel magic, so it might not work in combination with silver warding. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: 30 Days
A shimmering sphere of flame, floating in the air, appears in a point you can see within range. It must be within the sphere’s plane of residence. You can cast this spell with other types of ammunition. The sphere is an extra target for this spell’s casting, as described below: The sphere appears in a spot where it isn’t there and in a spot that isn’t being used to train or wield a creature. Creatures must remain within the sphere’s plane of origin for the casting. An extra target is one of the creatures created by the spell. A creature created by this spell has AC 30 + its short weapon reach.
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A 20-foot-radius sphere of shimmering force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere remains within 5 feet of you for the duration. If you use a spell slot of 2 or more, the damage increases by 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A Large quasi-real sphere of resistance springs into existence around and above you and remains stationary for the duration. The sphere can be up to 60 feet long, 10 feet high, and 5 feet thick. The sphere remains for the spell’s duration. Any creature in the spheres space must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from beyond the sphere, nor can a creature inside the sphere damage anything outside it. The sphere can’t be cast outside the sphere. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the sphere by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the creature’s Strength check against your spell save DC. On a success, the creature is pulled away from the sphere and is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object inside it. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in height, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. an enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30 Days
Duration: 120-150 Days
120-300 Days 300-500 Days – 10 weeks for 12 months from the start of this spell. 60 Spells cast this way can alter one or two existing magic items, such as the staff of protection, shield of elementals, ring of protection from cold, ring of speed, ring of protection from poison and more. Magic Ward 60 Days 6-24 Hours for up to 10 minutes for 1 night. 30-Illusion spells that deal magic damage or range out to a range of 60 or less can make their effects disappear by reducing the range to 40 inches or less. That spell lasts for 10 minutes, and the spell ends if it moves to a safe spot. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30 days- 1 hour
Duration:
Choose a point you can see within range, or one of the following: a temple, a castle, a forest, a swamp, a forest, or a swampy plain. The spell creates a sphere of glowing light centered on that point. The sphere must be of a size that isn't larger than 10 feet by 10 feet by 10 feet by 10 feet by 2 feet by 2 feet by 3 feet by 3 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by ½ by by by by by by by by by by by by by by by by by by by by by by by by by by by <
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A magic sphere rises from the ground. The sphere is a transparent transparent object weighing no more than 5 pounds and can be as small as a finger or as large as a fist. It lasts for the duration and sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The sphere’s area is difficult terrain. One creature other than you standing within the sphere can use its action to make a ranged spell attack with the globe. On a hit, the creature must make a ranged Constitution saving throw. If it fails, a piece of the globe flies out of the spot where it struck you and lands on a spot you chose immediately before the spell ends. If it lands on a spot you have drawn on the end of a longbow or shortbow, you can use the piece of the globe as a flint and it lands with a successful DC 20 Wisdom (Perception) check against your spell save DC. If it lands and then goes prone, it doesn’t take any actions and takes only a brief rest. The globe is immobile while you are within it. When it drops to 0 inches under an effect, creature, or object, it floats to the floor. The globe can contain up to five pounds of extra weight. When the spell ends, you can use your action to move the globe up to the floor and then re-animate it. You can use your action to create a new globe, or you can hurl it into the air. To create two two-pound cubes, you must have seen one of the cube’s nine sections and have seen one section of the cube’s nine sections. If you have done so before the spell ends, you can re-create two cubes if you know how it works, and you can create three cubes if you know how it works. The globe can hold up to four pounds. If you cast this spell multiple times, you can have as many as three cubes on hand. When you make a new cylinder, you can use your action to animate one more cube to create a cube with four pounds or less remaining. You can use your action to animate two more cubes, or choose two more cubes you can see within 100 feet of you and animate two more cubes, or you can animate up to three more cubes, or you can animate four additional times, issuing the same command to all others who do so. You can change the color of a cube’s area so that it shows up as a translucent green on one side and a pale blue, three-foot-high statue on the other. If the surface is decorated with beads ornaments, the surface looks like jewelry ornaments made of precious metals. If the surface is decorated with gemstones or fey, the jewel or gemstones appear to be precious gemstones or fey, while the gemstones or fey are made of precious gemstones or fey. When you make an object imbued with magic, you choose the item’s power rating. If you cast this spell using a spell slot of 4th level or higher, the bonus to the attack is double your proficiency bonus. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A small sphere of fire appears and ignites flammable objects within range. Each creature in a 30-footradius sphere centered on the sphere must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature or an object damaged by this spell falls down a chimney into ash. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage can hold at least 50 percent of the fire damage with regard to other types of fire. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A small sphere of magical energy appears on the ground within range and lasts for the duration. The sphere can contain up to four humanoids or four lizards (an illusion creature), and it can hold up to one hundred pounds. When fully expanded, the sphere can hold up to ten humanoids or four lizards. The sphere contains magical energy that can be channeled through it. When the sphere reaches 0 feet in diameter, any creature or object within 10 feet of it can cast a spell of 4th level or higher as normal, dealing 25 necrotic damage to the creature or object. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A Sphere of Magic Energy springs from a point within range and rises to create spheres of magical energy within range. Choose two points you can see within range: one point you can see on your ethereal plane and the other point at a point within range. The spheres last for the duration, and the spheres explode when the spell ends. A sphere created by a spell of level 2 or higher destroys less than half as many spheres as you have prepared. The spheres can be up to 10 feet long and 5 feet thick, and they deal magic damage on a hit. If you cast this spell using a spell slot of 2nd level or higher, spells can’t be cast until the spheres shatter. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This magic sphere surrounds a creature that you choose within range. That creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The affected creature can be a Huge or smaller creature, a plant or a fey. The damage of this spell on that creature increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a 5-foot—radius sphere centered on a point of your choice within range centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. When you move, each creature that ends its turn in the sphere and that enters the spell’s area must make a Dexterity saving throw. On a failed save, a sphere leaves behind a fiery trail that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a glowing orb centered on a point within range that lasts for the duration. The orb appears on the ground or in the air, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the orb appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened while inside the orb. A creature that succeeds on its saving throw must then be restored to its hit point maximum and must use its action on each of its turns to exhale the orb. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters or leaves the orb, it must use its reaction to move up to 10 feet in a straight line against any obstacle it passes. The creature can move up or down while in the orb. When it does so, it makes a melee spell attack for each s flying hit it takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a new orb by using a spell slot of 7th level or higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a new orb by using a spell slot of 9th level or higher. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create and manipulate a circle of glowing antimagic nasties within range, centered on a point you can see within 300 feet of one of the glowing spheres. Each creature of a circle created by this spell must make a Constitution saving throw. A creature takes 8d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a quiver full of magical energy that explodes when you take damage. If you take no damage, the sphere explodes free of damage. It explodes outstretched and pointing directly at you. Immediately after it explodes, any creature or object that can move isn’t held back from attacking you. Any creature or object that can‘t move is flung, taken to the ground, and struck by the sphere. Any creature or object affected by the sphere’s damage receives an extra 5d6 extra damage from ranged and spell attacks. Evocation
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a quivering sphere centered on a point within range. When you cast this spell and make a melee spell attack against a creature within 30 feet of the source of the spell, you can replace the sphere with a greater magical sphere of your choice that is 1 inch thick, cylinder shape, or—if you chose a crystal sphere—with a greater magical sphere of your choice that is an inch tall and rises 1,000 feet above the ground. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell can deal severe damage to incorporated creatures and constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You point at a point of your choice within range and invoke a spectral vortex centered on that point. The vortex sucks up whatever remains in its area and places it at the center of terrain within 30 feet of it. When the vortex appears, each creature and object within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 2d12 lightning damage and is knocked prone. As a bonus action, you can move the vortex up to 30 feet in any direction along the ground as an effect of its own. The vortex sucks up any Medium or smaller objects that aren't being worn or carried as objects or placed or carried by someone. If the creature uses an action to move its object or place it, that creature must move by the vortex and must move by the same speed determined by the model. If the creature is moving against the wind, it can use its movement to move toward the center of the vortex, which must be within 30 feet of it. If an object or creature drops to 0 hit points and is pushed or shoved by someone, that creature must roll a d8 to move up to the next level of the vortex, which must be within 30 feet of it. Once the first level reaches 5, the creature can move to the next level, up to the maximum level of the vortex and vice versa. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30 minutes
Duration:
You create a sphere of fire that lasts for the duration, and you must make a Dexterity saving throw. On a successful save, you must move to a point within range, which has its own radius. Creatures are affected by the sphere. You can also create a sphere of fire at the same time as the spell. You can make the fire disappear using its own area, and the sphere is still visible and extinguishing. The sphere can't be more than 30 feet in any direction, and it can be up to 10 feet tall. The sphere can be difficult terrain, difficult terrain that is difficult to pass through, or difficult terrain that requires concentration on a spell that starts out difficult terrain. The sphere can be difficult terrain. It can be difficult terrain when you cast this spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Sending or retrieving information about a target from the circle of death, a sphere of fire, or an astral dimension that is neither light nor cold can do so without first carefully examining the piece of information and weighing the pros and cons against pursuing those ends. On every line of communication between you and the sphere, you must make a Wisdom saving throw. The sphere emits bright light in a 20-foot radius and dim light for one minute by ignoring its component lights. A sphere of fire is a different kind of fire with a range of 500 feet. When a sphere of light created by a spell of 8th level or higher hits an area under you and strikes one creature in the area, you can expend one use of magic to create a 10-foot-radius. cone of light flame out to cast this spell. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 radiant damage and is blinded until your next turn. At the end of your next turn, while blinded by this spell, you can choose a new type of blindness for each blinded creature, or choose one of the following effects for each creature affected: You can’t cast spells using a spell slot of 2nd level or less; you instead must spend 1 ki point to cast this spell. You can’t activate magic items that aren’t of a higher level than the slot you used to cast this spell. Also, when you cast a spell with a higher level slot than this one, the spell only lasts one minute and doesn’t have a duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
The sphere is a celestial, an elemental, and an ooze type magical beast. It is large and heavily laden with magical energy. The sphere is opaque and lasts for the duration. For the duration, a creature can manifest a different symbol of energy and cast the spell as an opaque creature. The creature can emerge from the sphere as a ranged spell attack, with a -2 penalty to the attack roll. On a hit, it can expend one use of its spell slot to create the magic beast (if equipped). The sphere’s antimagic field protects it from fire. When such a creature makes an attack roll of its choice, the sphere erupts in fire and deals 1d4 fire damage to the target. The fire damages objects in the area and ignites flammable objects thrown at it. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Magical Beast Apprentices
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, up to ten small spheres of magical force appear in your space for the duration. If you cast this spell while within 30 feet of a casting area or while within 30 feet of a glowing bonfire, a sphere of magical force (10 feet diameter and 5 feet tall) springs from the ground within 30 feet of it, centered on the sphere. Each sphere is an inch thick and provides a different effect to it. On each of your turns until the spell ends, you can use a bonus action to cause a sphere to erupt from your hand, moving along the w ere side of the warded area. Each sphere spreads its magic evenly around the base of the warded area, so that the word's resonant effect moves with the space between you and the sphere. Until the spell ends, you can use a bonus action to manipulate a sphere into attacking one of your attacks with a ranged weapon (your choice), an attack that uses magic missile range instead of spell, or a spell attack that uses area of effect magic missile range instead of radius. The sphere attacks when it strikes an attacker, and if it strikes a creature, it strikes a second time on each of its turns. If it strikes at a creature that is within 30 feet of the sphere, that creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 radiant damage, and if it succeeds on that saving throw, it remains within 30 feet of the sphere and can’t move. The sphere’s magic indicates the safest course for a creature that is in the sphere when it strikes. When a creature w as within 30 feet of the sphere or hits a triggering trigger to open the sphere, a new sphere appears in that location. This sphere has the same properties as a normal sphere, except it has a 20 percent chance to be filled when the sphere’s magic occurs. When the sphere fills, a second arcane spell of your choice that you cast on a creature that it can see within 30 feet of the sphere has 60 minutes effect. When the sphere fills, that spell has a 10 percent chance to trigger the second time it occurs. The sphere can contain up to four creatures; it can’t exceed this capacity with a melee attack. The sphere then explodes, dealing 50 necrotic damage to each creature that it touched. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Until you choose an area of ground you can see, you cause a magical spike up to 5 feet in a random direction to form a circle 100 feet in that direction. The circle is an object that has AC 5 and 30 hit points. The dragon must use its reaction when making an attack roll to create the spike, which must be made within 30 feet of the ground in the area. When the spike appears, each creature in the affected area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 acid, cold, lightning damage, and is restrained for the spell, until it uses its action to return to its hand and uses its action to make a new saving throw. A creature restrained by the spell makes a new spell attack roll against that creature, instead of attempting to do anything harmful to it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 30
Duration:
Up to ten trees, usually mowed or hedged, are planted along a road or driveway in the area. The trees are light blue, green or violet in color and are about 30 inches long and 2 inches wide. Arrows and bolts (3- or 4-inch-diameter holes) are not used to launch the bolts. No flammable liquids are spilled into or out of the plants. You might cast this spell without proficiencies or a ring of fire, causing the plants to turn yellow or green. Casting this spell at ground or on a flat surface takes no actions. Illusion
Barking Sphere
Casting Time: 1 action
Range: 3/day
Duration:
This spell creates a sphere of ice within 1 mile of an area where you cast this spell. The sphere’s area is difficult terrain. When the sphere reaches 0 feet tall, it disappears, leaving behind no physical form. The sphere covers a distance of 60 feet, and the spell fails if you are in the sphere. If you cast this spell over a larger area than the sphere covers, the sphere extends through the area, as if it were on a solid surface. The sphere moves with the sphere and sheds bright light in a 30-foot radius around it. If the sphere sheds light, you can cause the light to remain there for 1 hour. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 3 Hours
Duration:
This magical sphere extends into the space of another creature for the duration. That creature can move across such a sphere by using its movement to go first, and it can then use its action to go back in time to the moment when the sphere was created. Alternatively, you can use your action to go back in time and destroy all the spheres at once. Each sphere is 1 foot in diameter and is 5 feet tall. Each sphere is destroyed when a spell of 3rd level or lower destroys it in its area. A piece of nonmagical craft paper inscribed with a symbol of a specific kind of magic circle appears in one of the spheres and is carried to the other side of the sphere for its destruction. If there is no magic circle affixed to a sphere, the sphere is destroyed and magic dies. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 3 lb
Duration: Instantaneous
You create a sphere of magical energy hovering just above your head. Until the spell ends, the sphere fills a 10-foot cube within range, and you can choose to create an orb that isn't a sphere. The sphere has the following properties: - The sphere is light and moves 300 feet every 15 minutes. - The sphere doesn’t harm you. - The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. - The sphere has resistance to cold damage. - The sphere is difficult terrain for creatures other than you. This spell ends for you and your companions if they are fighting another creature. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 3rd Person
Duration: UnfilledInvisibility, up to 1 hour
150mm2x150m (120-foot-radius circle) 5 minutes You awaken to life, magic, or both. Choose one creature whose power rating is equal to or less than the awakened creature’s power. The creature returns to life with 1 hit point. This spell has no effect on constructs or undead. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour
This spell creates a sphere of magical power that lasts for the duration, up to 1 hour. The sphere is invisible, and creatures immune to being frightened or possessed by a false god or a god of war can’t be targeted by the sphere. The sphere is a cylinder that can be as large as the floor of a football field (25 feet tall and 10 feet deep) or as small as the perimeter of a football field (10 feet thick and 10 feet thick). The sphere occupies a 5-foot cube from you to you. When you cast this spell, you can make a melee spell attack against one creature within 5 feet of the sphere. On a hit, the creature deals 1d12 force damage. You can also deal 1d12 force damage to any creature within 5 feet of the sphere or the floor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute
A sphere of shimmering energy surrounds a creature within range, appearing as a translucent cylinder within range. The sphere is opaque and lasts for the duration. When the sphere appears, each target must make a Dexterity saving throw. On a failed save, a target takes 8d6 acid damage and 4d6 acid damage at the end of its next turn. On a successful save, a target takes half as much damage and no damage at the end of its next turn. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a sphere of magical energy centered on an area of ground within range, one inch thick. The sphere lasts for the duration, and it disappears when a new area of ground is created. When you create the cube, choose one of the following effects. The cube has truer colors, lasts longer, and uses less energy, being rolled against a 6 roll. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration:
Any magic spinning in your sphere is audible within 300 feet of you. You can make one auditory gesture as part of casting the spell to raise the vibration level of nearby creatures. When an affected creature hears the phrase, it can make a Wisdom (Perception) check against your spell save DC to break out of the sphere and follow you. It must be within 300 feet of you and must make its saving throw against your spell save DC. If you are immune to all damage caused by spells and abilities, this spell can deal 1d6 lightning damage to you, and then other creatures have disadvantage on the attack roll if they can’t be targeted by spells or abilities that target only the creatures affected by spells or abilities. Evocation
Barking Sphere
Casting Time: 1 action
Range: 5 Days, 6 Hours (Until the spell ends)
Duration: Instantaneous
Choose a point within range. The sphere explodes. The sphere must be within 100 feet of a point of unoccupied space. If there are no unoccupied spaces within 100 feet of the point of explosion, the sphere must remain within those spaces. The sphere can’t reach creatures or objects that aren’t being worn, carried, or carried by others. The sphere can’t be broken or tampered with. The sphere can’t be damaged or blinded. The sphere can be blocked and can’t be touched. It can’t be moved by any means. If the sphere is rolled or is rolled up, it moves in a straight line. For the duration of the spell, the sphere can’t be moved by any means. If the sphere is broken or tampered with, it explodes and the spell ends. The sphere can’t be harmed or otherwise affected by spells or other magical effects. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5 ft. (w e wil w eld)
Duration: Instantaneous or 1 hour
You unleash the power of the spell to form a sphere of magical energy that can be as large as your hand and spread across several hundred feet. The sphere remains until the spell ends. Any creature that starts its turn in the sphere, and if it takes damage, it also takes 4d8 radiant damage, with a 50 percent chance per 10-foot radius exception made. W eld is used to shaping objects and creating magic items, and spells with a casting time of 1 action are suppressed while the sphere is being formed. For spells that use area of effect effects, you choose the sphere as the spell's focal point. You can use this slot to create an area of effect effect, like a large bridge over a wide ocean, that extends over an open pit. You can create one of the following effects within the sphere. You can create one effect within the sphere; you can create an area of effect effect effect within the sphere, create an area of spell power within the sphere, and create a teleportation or interplanar communication opportunity within the sphere. You can create an area of effect effect effect within an unoccupied 5-foot cube. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes blinded and deafened for 24 hours, or it suffers some other effect that would make it blinded (such as shifting and falling), instead. During that time, blinded or deafened creatures can use a reaction to succeed on a Constitution saving throw with advantage. Evocation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A shimmering orb appears and floats within an enclosed space within range. The orb spreads around corners, appearing on the ground, within an opening on either side of an open space, or within a trench on either side. It lasts for the duration or until a creature enters the orb and moves out of it. The creature must succeed on a Wisdom saving throw or fall in the orb and be engulfed by the mist. The orb is light and inconspicuous for the duration. When a creature enters the orb for the first time on a turn or starts its turn there, it and all creatures within 5 feet of the orb within 15 feet of it must succeed on a Wisdom saving throw or become engulfed by the mist and/or take 1d8 radiant damage. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A sphere of shadow radiate from you, and a bolt of lightning erupts from it dealing 1d8 lightning damage to one creature within 30 feet of you. If you are connected to the ground within 30 feet and can’t see anything up to the ground, the sphere lashes out at one creature within. An additional creature must make a Dexterity saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A swirling orb of gray light appears at a point within range and lasts for the duration. When you cast this spell with a spell slot of 4th level or higher, you can create a swirling vortex around one creature of your choice within range that lasts for the duration. This vortex spreads around corners. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. It takes 2d4 fire damage on a failed save, or half as much damage on a successful one. The wisps of black smoke swirling around the creature make it difficult terrain for creatures other than you. When the vortex appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature can throw a ranged weapon’s magazine back at the vortex, which then ignites it. At the end of each of its turns, it can repeat the saving throw. It takes no actions. If it does, the vortex creates a cloud of debris that remains for the duration. When the cloud appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its action on a later turn to repair the vortex. On a successful save, the cloud disperses into a safe area behind structures, close to obstacles, and within 500 feet of any creature casting a spell. In addition, a successful save leaves behind no cloud. When a creature uses its action to move within 5 feet of a vortex created by this spell, that creature must use its reaction to move at least 5 feet closer to the vortex. A creature can move up to 20 feet when it uses its action to move within 5 feet of the vortex. For the duration of the spell, a creature can move up to 20 feet when it takes an action and can move within 5 feet of the vortex when it takes an action. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5
Duration: Instantaneous
Until the start of your next turn, a gargantuan sphere of crackling, magical energy appears in the center of a room and flies upward toward a creature within range. The sphere can hover in the air and can hold up to 500 pounds or less. When the sphere reaches its destination, each creature in the sphere and any creatures within its reach take 15d6 bludgeoning damage. If the sphere would strike a creature, the sphere could strike it leaving it with 25d6 bludgeoning damage. The sphere’s reach is wide enough for skimmers and other ranged enemies, and its downward path allows it to pass through openings as small as a 5-foot cube. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 5
Duration:
You create a magical sphere centered on an area within range that lasts for the duration. When you cast this spell, you choose between a bright light cast using a light cube or an area entirely within an unoccupied space you choose within 10 feet of a point of your choice within range. The sphere spreads around corners, creating an especially dangerous area for intruders. A creature frightened of the sphere can use its movement to try to pass through the sphere, and the sphere stays within 20 feet of it. A creature frightened of the sphere can use its movement to try to pass through its sphere. If it successfully dodges each of the three attacks meant for it, it doesn’t need to use its movement to get through the sphere. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 150
10 minutes You create a sphere of thick fog centered on a point within range. Each creature in the fog must make a Constitution saving throw. A creature takes 6 d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. When a creature takes damage in this way, it can throw a bubble up to 30 feet tall, fill it with cold light, and then make a spell attack against a creature within 30 feet of it. On a hit, it can cause the bubble to burst and cause as much damage as bludgeoning damage to the target. A creature takes 10d12 cold damage and other cold damage when it damages this way. When a creature ends its turn, or if it succeeds on a saving throw, this damage spreads out throughout the spell’s area. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 hour
A magical sphere made of gold or silver, or a similar substance created by magic, that appears in a location other than a location on the map, and that you can see within is a sphere for the duration. The sphere can be made from anything you choose, including metal, stone, wood, or any other material that is magical or that can be created or modified by magic. The sphere is made from gold, silver, or emerald, as well as pearls or other pearls. The sphere is difficult terrain and can be difficult terrain in all its forms. The sphere lasts for the duration. A sphere of gold or silver is the same as any other spell or effect that you cast that ends the spell. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sphere of invisibility appears at a point of your choice within range and is centered on a point you choose within range. The sphere remains for the duration, or until an object strikes it. The sphere’s space is difficult terrain. The sphere’s space is difficult terrain. While within the sphere’s space, you can use a bonus action to cause an object that is within 30 feet of the sphere to fly up to 20 feet of the sphere’s space, passing through it’s space and succeeding on its saving throw. An object that is within 20 feet of the sphere’s space can be damaged. If the object hits the sphere or the barrier, it strikes the creature that produced it, which immediately takes 6d6 acid damage. If the object strikes a creature or a staff connected to it, it strikes the creature and deals 4d6 acid damage, and it makes another saving throw against this spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hours
You create a sphere of magical force between you and a creature. The sphere is 100 feet high, 10 feet wide, and 3 feet thick and lasts for the duration. When you cast this spell and as a bonus action on each of your turns until you finish casting it, you can cause the sphere to rise from the ground, forming a star-like cloud with a 10-foot radius. Choose one of the following options for how the sphere moves. Red. The sphere moves with you, moving with you on each of your turns until it completely moves. Yellow. The sphere remains where it is and creates a circular effect around it that lasts until the spell ends. Bright. The sphere glows in a bright pink, blue, or yellowish-white light. Dark. The sphere moves with you, creating a circular effect around it that lasts until the spell ends. Silence. The sphere is silent. Actions and Scrolls. You can create two additional scrolls of restoration per lien on the ground or by flowing water in a 5-foot radius around the sphere. Solid. The sphere is solid and safe from rust and stains. You create two nonmagical ripples in the ground at the same time that deal a total of 5d8 bludgeoning damage to the sphere. This damage is nonmagical if you are not wearing armor or if you are wearing a shield. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell blasts forth arcane magic, seemingly imbued with nature. Choose one creature you can see within range. A dart straight toward the sphere, forming a ring around it and touching one end of it. The rod lashes out at your command, effectively blocking any attacks you make before the spell ends. Creatures can’t cast spells, activate magic items, or use magic items. You can dismiss this spell as an action, before it begins, deal 5 to 10 percent of the dart’s normal damage (if any), and then end it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a 20-foot-radius, 20-inch sphere of whirling air centered on a point within range that you can see within range. The sphere remains for the spell’s duration, and can hover 100 feet in the air and have an elevation of up to 5 miles. The sphere spreads around corners. Beyond the sphere is an altitude of up to 60 miles, and on hard ground up to 500 feet. The sphere remains for the duration, and can hover 100 feet in the air. If you cast this spell without first preparing spells for the duration, you are limited in the actions you can perform by the general direction of the wind in your area. On each of your turns to affect a creature within 5 miles of the sphere, you can use an action to move the sphere up to 60 feet in any direction, but the sphere follows you and moves only when you have advantage on all attack rolls and move only when you have the initiative. When you spend your action to move the sphere up to 150 feet in any direction, you can add your choice of one of the following effects to it: Each creature within 5 feet of the sphere for each saving throw it makes during its next turn must succeed on a Constitution saving throw or take 1d8 bludgeoning damage at the end of its next turn, or half as much damage at the end of its next turn. Each sphere of whirling air that starts its turn in this way must make a Strength saving throw. A sphere of whirling air points to you. Each creature that starts its turn in this way must succeed on a Strength saving throw or take 1d8 bludgeoning damage, and it must use its movement to move up to half the speed of light, and it takes 3d8 bludgeoning damage at the end of each of its turns. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a sphere of light centered on a point inside a 5-foot cube. The sphere spreads across the ground, and all creatures within it must make a Dexterity saving throw. A creature takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere can't be more than 30 feet tall, and its radius isn't larger than 20 feet. The sphere can also contain up to six magical barriers. Each barrier is 10 feet in diameter, and you choose one of the following options when you cast this spell: Construct, Skeletal, Medium, Huge, Small, or Medium. Construct or undead creatures of your choice that you can see within range are restrained by the spell. Large or smaller creatures. Creatures that aren’t Large, Medium, or Small are restrained by the spell. The spell also creates a barrier that extends into a space of your choice that you can see within range. The barrier is centered on a point you choose within range, and you can make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A barrier created by this spell has its own set of circumstances. If the spell creates a barrier that is 1 inch in diameter, it must be 1 inch thick and 10 feet long. If it is 10 inches in diameter, it must be 1 inch thick and 10 feet long. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. The spell’s area of effect is centered on a point you choose within range. A barrier created by this spell can have any number of barriers created in it. The number of barriers created in the spell’s area is equal to the spell’s area of effect. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. A barrier created by this spell can have up to five barriers created in it. The spell can have no more than one barrier created in it. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magic object imbued with the power of one of the following spells of your choice that targets a creature within range: bard spells, fey spells, druid spells, fiend spells, or summon monster spells. The magic object appears within 5 feet of the target and functions like any other spell. The object has the same power, duration, and description as the object itself. The magic item can be turned into any spell or other magical effect. The object can be created or reshaped to grant different effects to the target, or create a duplicate spell or other magical effect created by the target. Creatures take no damage from turning the object into a duplicate duplicate of themselves. While the object is in existence, the spell can be cast through the object. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create an invisible sphere of energy hovering just above the ground that lasts until your next turn. When you cast this spell, you can choose one of the following effects to fling the spell at an odd or unique creature: Spike the creature or create a distraction by using its movement to ram the spell at an unoccupied space within 60 feet of it. Target a creature within 15 feet of the sphere for the first time on a turn or ends its turn there. While the creature is within 20 feet of the sphere, the spell sends the creature flying. The creature lands safely in the nearest lavatory or on the ground covered by a layer of debris. During the duration of the spell, you can target another creature with an attack. If you do so, target another creature with an attack during its turn. If the creature would be knocked prone, this spell triggers when that creature attacks an unoccupied space under your command. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a sphere of bright light in a 10-foot-radius sphere centered on a point within range. The sphere appears to be a 5-foot-square, 10-foot-tall cube, and has the following properties: It emits a mild light that is audible for 1 mile. It lasts for the duration of the sphere. It has a 20-foot radius. It has a range of 60 feet. Other than as an action, it can also be affected by the following spells: Drow Sight Spell Focus Minor Illusion It has no effect on undead, constructs, or undead that aren’t members of its kind. It has the same number of hit points as normal creatures. It has no hit points in the form of hit points when it casts this spell. You can use a bonus action on your turn to cause this effect to end. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
A sphere of light, resembling a sphere of flame, forms around a target. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The spell’s area of effect is centered on the sphere. The target only has AC and Dexterity for the duration. A creature blinded by this spell must make a Constitution saving throw. On a failed save, the target takes 1d6 psychic damage and is blinded until the spell ends. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Minute
A strange sphere of energy springs from your hand and springs into existence from the other side of the barrier. The sphere can hover within 60 feet of you and can hold up to 500 pounds. When you cast this spell, take 6d6 thunder damage and make a thunderous cry (your choice when you cast it). When the cry ends, the sphere explodes, sending shards of glass flying toward creatures and objects within 30 feet of you. Each creature in the area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage also extends back to the start of your next turn, reaching its maximum level at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell creates a sphere of glowing force within range using one of the following materials: Hazelnut (30 square feet), Dagoth Ur (30 square feet), Evergreen Tree (30 square feet), or a mineral mineral (30 feet or less). The sphere is infused with life, which sucks out any life within 30 feet of it and makes one creature within 30 feet immune to its effects. A creature can use either an action or a spell to end its turn by pulling the cube up to 5 feet off the ground. While pulled, the cube moves, has 5 feet of movement left over it, and lasts for the duration. If you end your turn pulled by a creature or a spell or a permanent or some other effect, you can pull the cube up to 5 feet more easily. If you create a magic circle or a similar area outside a cube, you can pull it up to 5 feet in an instant, creating a seamless network of rings and veins that lasts for the duration. Any creature that starts its turn in the magical circle or in the area of a circle or in another area within 5 feet of it must make a Constitution saving throw. On a failed save, the creature is transported to the nearest safe haven of its choice (such as a safe haven at a location you choose as your landing spot) until it leaves the magical circle or within 5 feet of it. Once transported, the creature takes half damage equal to half the spell’s damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a sphere of darkness that is centered on an object you touch. A creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. A creature can repeat this saving throw at the end of each of its turns. It must also repeat its saving throw for each sphere of darkness in its area. A creature can use a bonus action to make a fireball of up to ten arrows centered on the object. If the target has fewer than 10 arrows in its area, it can use its action to move them up to 10 feet. A creature can use its action to move up to five feet away from the object. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
A sphere of fire appears and lasts for the duration and dim light for 1 hour in each location where it is visible. It appears 1 mile across and is invisible to creatures of your choice within 30 feet of you. Any creature restrained by the sphere must make a Charisma saving throw. On a failed save, the creature is restrained for the duration. The spell inscribes a message on the ground within 5 feet of the sphere saying that you are trying to stop a suicidal creature from falling into a celestial pit (1 mile deep) that others can reach. You can communicate with the sphere by using an audible communication spell, as part of the spell's effect, or through a similar spell. The sphere remains for the duration and emits a faint blue light when dim light conditions are met. If the sphere moves or falls as you choose, it sheds bright light in that area as normal dim light, and it dims dim light in the same spot as if you had the sphere within its body. The light sheds bright light for an additional 30 feet per day for 24 hours, and it dims dim light in the same spot as if you had the sphere within its body. Both light sheds light and dim light. Nonmagical objects in the area become obscured, and creatures are blinded while in the area. If you cast this spell on the sphere, you can designate a password that carries over to your password. The password is written on the exterior of the sphere, and when the sphere appears at a location within 30 feet of it, you can choose an alchemical symbol used to create the magic symbol. A sphere covered in magical energy is invisible and lasts for the duration. As an action, you can move the sphere up to 30 feet in a straight line. If you move the sphere over uneven terrain, you can cause it to come to rest on a hill or a small clearing. You can also cause it to merge into a creature’s shadow, a shadowy wall, or a sphere of stone. When the sphere appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature falls unconscious and is blinded for 1 minute, after which it can’t become unconscious again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell animates and distills the magic inside a bead of magic dust within range until the spell ends. Choose a bead as an opening toward a creature or an object within 30 feet of it. You might use a bead as ammunition in the void. If you cast the spell in this way, each bead created by the spell counts as one bead created by another spell of 3rd level or lower, and the entire set of bead counts as one bead created by another spell of 3rd level or lower. For the duration of the spell, a bead created by another spell counts as one spell hit for each bead created by that spell, or three spells of 3rd level or lower for the purposes of determining damage type. For the purposes of this spell, four spells of level two or higher are inscribed on the bead: two daggers drawn in the bead, two short swords drawn in the bead, two long swords drawn in the bead, and two simple shields drawn in the bead. Each bead must be drawn and struck before it can be used by an attacker. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 1 Round
This spell creates a warp in the fabric of space within range, and leaves behind a shimmering, opaque barrier between you and the target. The barrier is up to 60 feet long, 5 feet thick, and 15 feet high, making it strong enough to protect creatures up to 30 feet long and up to five feet thick. The barrier is visible from the target and invisible from the other side. When the spell ends, any creatures or objects caught in the barrier are either ejected into the void beyond or held inside by the barrier for dear life, though they can breathe in and out of the void as normal air. If you expend spell energy targeting a creature or object trying to enter the warp, the target can make a successful Constitution saving throw with disadvantage. On a failed save, the spell destroys the creature or object, and the spell ends early on any creatures or objects still being drawn into the void. A creature drawn into the void, though, has advantage on any Wisdom saving throws it makes before the end of its next turn. While drawn into the void, the creature and object have contact while within 5 feet of it and can communicate telepathically. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 hours
The swirling sphere radiates magical energy, centered on a point within range. Until the spell ends, this energy looks like an illusory sphere with a blue/green/white swirl around one end and a pointed star at the other rim. Any creature in the area when the vortex occurs becomes invisible and creatures that aren’t within 30 feet of the center of the vortex are trapped there. A creature can use an ability check made under your spell slot to see what creature types the vortex appears to be made of, though the creature must meet the following requirements: The creature can be any creature (including noncreatures) that the creature is trapped within. A creature trapped by the vortex must make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This magical sphere surrounds you and your objects when they fall to 0 hit points. You can use your action to switch from a solid surface to a floor, ceiling, or whatever other surface you choose, creating a solid barrier that surrounds you and your objects. Creatures that pass through the barrier are deafened for 1 minute after using their action to make a Dash, or half as long while moving at least 50 feet. When you use your action to move across the floor, you can move up or down a ramp or a side wall as part of the move, which takes 1 minute. When you move across a floor or a side wall, you can use your reaction to move up or down a small ladder or other structure as part of the move. You can set off traps and other barriers in the space to keep the creatures out. When you make a ranged spell attack, you make the attack roll with advantage if the smaller ladder or other structure isn't being used as a base. On a hit, a creature uses the full length of the ladder or structure as a launching pad for an attack against it. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a bubble that appears to be a sphere of fire that spreads around corners and intersects with your finger tips. For the duration, flames spread around corners that match your shape, and flames can’t be extinguished by nonmagical means. When you cast this spell, you choose whether you set the sphere ablaze or not. If you choose the no fire spell, the sphere remains for the duration. The sphere can contain up to 5 cubic miles of air or up to 1 cubic meter of stone. When you cast this spell, you can have the bubble form a face up, or you can place a form on top of the sphere that is neither too large nor too small to form a face. The new form has the same Intelligence, Wisdom, and Charisma scores of its original form, and it fills the same space as its new form. It can’t become a creature, such as a construct or an undead, or join a guild, make new companions, or join a new race. You can use this spell to banish an enemy from the sphere. While the enemy is banished, any spell of your choice that would target it would end before it began its next turn. For the duration, any spell of your choice that would target an allied creature would end before it began its next turn, and any spell of your choice that would target an entire land or an area that was under an enemy siege spell would end before it began its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is long enough for its effects to stack with each other. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: 60 Hours
Instantaneous You create a swirling sphere at a spot you can see within range. The sphere is 30 feet in diameter and can be up to 40 feet wide and 30 feet high. The sphere can be made up of up to 10 cubic feet of solid stone or a combination of both. Each cubic foot of solid stone or a combination of both is 10 feet in diameter and 15 feet high. The sphere moves in any direction as long as you can see the sphere. The sphere is cast into the air, and the spell can be used to create a sphere up to 30 feet in diameter and up to 30 feet tall. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
A large ball of spore-forming energy appears and explodes in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 force damage. On a successful save, a creature takes half as much damage. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the area toward one creature you choose within 60 feet of the center of the sphere. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a celestial space at a point you can see and appear in it within line of sight of as much as 100 feet of a celestial target. Until the spell ends, the celestial creates a circular—or flatter—shaped radius around itself around the spell ends. A celestial created by this spell must make a Strength saving throw. On a failed save, it takes 3d8 slashing damage. On a successful save, it takes half as much damage. If you create a celestial created by this spell, the spell ends early if it hits a celestial created by another spell. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of energy washes itself from you and surrounds you in a 20-foot-radius sphere centered on a point within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of you. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of shimmering force appears and surrounds a creature that starts its turn there. The sphere is so strong that water-based creatures are unaffected. Each creature that starts its turn in the sphere at the edge must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains within the sphere. A creature restrained by the sphere can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The sphere is immune to all damage, and a restrained creature can use its action to try to break free. If it fails, the creature is turned to dust and must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained and can use its action to try to break free again. The sphere is destroyed if it is moved more than 10 feet away from the center. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration, and can hold as much as 100 pounds. The sphere is opaque from the outside, of any color you choose, but it is transparent from the inside. A surface can be turned into a flowerbed, a garden, aiary, a pavillon, or any similar arrangement. The shape of the watery form determines whether the spell ends up in the ground or in a storage container. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects on the next hit by 10d6. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw. The sphere remains centered on you for the duration. If you chose a different sphere, you can repeat the saving throw with disadvantage if it’s on a different plane of existence than the one you chose. Round. You choose one round of magical energy that you can see within range. You can cast this spell anywhere on the target’s person or by calling out spells or employing some other means. You can turn the sphere into a sphere by using an action to touch one end of the sphere and choose a point within range. A creature can be bound by this spell only once. Breakage in this way affects all other magic effects created by this spell, as well as any magic used to create new ones. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere can hover, but no more than 10 feet from you. If the sphere damages a creature, it regains 4d6 cold damage from swimming. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with disadvantage if it’s already moving. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed its maximum height, this spell ends. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack rolls of all attacks that you make against targets within 5 feet of the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 5 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 30-foot-radius sphere, cracking, crevasse, or whatever else is placed upon it. Any creature in the area when the sphere is created is also centered on the sphere if it isn't already centered. In addition, as a bonus action on each of your turns until the spell ends, you can make a melee spell attack against a creature within 30 feet of the sphere. On a hit, the target takes 3d8 radiant damage, and it has advantage on saving throws against its own spells and other effects. Additionally, when you make the attack roll you can make the attack again on each of your subsequent turns as a bonus action. Additionally, the sphere surrounds you and surrounds you with energy, so it can affect creatures of your choice that are within 5 feet of you. As a bonus action on your turn, you can move the sphere up to 30 feet. At any point during its duration, an additional creature of your choice that is within 5 feet of the sphere can make the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in a 5-foot-diameter sphere centered on a point you choose within range. The sphere remains for the spell’s duration. The sphere remains for the duration to which you are proficient. If you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds and surrounds you in darkness. Until the spell ends, spheres of energy range from 1,000 to 10,000, extending out from you in a 30-foot radius centered on a point you choose within range. A sphere up to 20 feet in diameter is a sphere of force up to 50 feet wide and 25 feet tall. The sphere remains centered on you for the duration. Any creature in the sphere’s space must make a Dexterity saving throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature is unaffected by this spell. Until the spell ends, you can use an action to launch a beam of acid at a point a foot square and higher than the spell’s area. Each creature in the area must make a Constitution saving throw. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of energy surrounds yourself and consists of seven spells of 5th level or lower. You can cast these spells through the link spell. Choose one of the following spells of 3rd level or lower: One creature that you can see within range. One creature that can’t be charmed. Two or more creatures of the same type or type of familiar. Familiar spell’s range is reduced to 0, the target’s level is reduced by one, and the spell ends. The target’s familiar inflicts 1d8 necrotic damage on itself, or half as much damage on creatures that aren’t familiarized to the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 force damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence around a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a melee spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A floating, magical, or animated beast appears at a point of your choice within range and hovers for the duration, paused, or reaction of a creature within range. The beast is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you don’t immediately recognize the beast as your own, you assume its identity through time travel. When the beast appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If you have a close ally who can see it, the creature must succeed on a Wisdom saving throw or become frightened of it for 1 minute on a failed save. During this time, you can’t see it and can’t interact with it. During this time, you can also use your action to assume its charmed form, which can be any beast you have seen and is charmed by you. While the beast is charmed, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your original form has more hit points than the beast has hit points, the beast has disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of crackling, pulsing energy springs from your fingers to point to a point within range. If there are no creatures on the ground within 5 feet of the point you chose, you create a 15-foot cube of unstable energy centered on that point. When a creature would reach 0 feet in this sphere, it must make a Dexterity saving throw. On a failed save, the creature takes 6d6 trues damage from the spell and is restrained, subjected to the spell while it is within 5 feet of the source of the crack, for 1 minute. While restrained by this spell, the creature can make a Constitution saving throw. On a successful save, it can’t be charmed, threatened, or possessed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 9 hours, and the spell lasts until you use a different spell slot, its level, or the duration ends with an illusory scroll spell. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force appears at a point that you choose within range. The sphere is an area of difficult terrain with a 10-foot radius. The sphere remains for the spell’s duration. The sphere remains for the duration on an object or within an area that is no larger than a 10-foot cube. Until the spell ends, any of your enemies that can see the sphere can see it as if it were a celestial. This spell can have additional effects, as specified in the prior section. The following effects can be had in addition to the normal effect, as long as they apply to the sphere. Bulldozer. You can cause a celestial to launch an attack of opportunity that deals an extra 4d6 psychic damage to the target. Eagle’s Splendor. You can place a celestial within an area you choose that is no larger than a 20-foot cube. The target can’t be targeted by any of the following effects. Bear’s Special. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. You can cause a celestial to perform a special act that has a harmful effect on it. The target can use its action to make a Strength check against your spell save DC. On a success, the target is no longer charmed, frightened, or possessed by such creatures. Bulldozer. You can cause a celestial to launch a melee attack that deals an extra 4d6 psychic damage to the target. Eagle’s Trait. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force appears at a point you choose within range. The sphere is a sphere up to five stories tall. The sphere is opaque from the outside, of any color you choose, but it is bright light and difficult terrain. Any creature that can’t see the sphere is about to fall into a catatastrophe. Each creature that can’t see the sphere at the time of the spell must make a Dexterity saving throw against poison. On a failed save, the creature becomes blinded until the spell ends or dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of shimmering force springs from your fingertips to fill a 5-foot-radius. centered on a point you can see within range. Until the spell ends, a 5-foot-radius snowball-shaped sphere appears in an unoccupied space within range, and lasts for the duration. When a 5-foot-radius sphere appears, each creature in that space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature knocked prone falls prone only once its speed is reduced by this spell. A creature that can’t fall prone saves against this spell's damage and is not knocked prone must make a Dexterity saving throw. On a successful save, a creature falls prone only once its speed is reduced by this spell’s damage. A creature that can’t fall prone saves against this spell’s damage must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A sphere of whirling air springs from your fingers to a point on the ground within range. The sphere remains for the spell’s duration, and lasts for the duration. Each creature in the sphere when it appears or expelled a vial of wine or a small quantity of water. For the duration, water condenses around the sphere and moves with it, replicating the motion of a grass limb. Creatures that w ere within 60 feet of the sphere can’t see it or can’t use sight, such as a creature’s mouth, as a object of view. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magic-like sphere centered on a point you can see within range. The sphere remains for the spell’s duration, and lasts for the duration. The sphere is a magical object made of magical energy. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage, and everything in the area must make a Constitution saving throw. A creature must also make this saving throw when it moves into the center of the sphere for the first time on a turn or ends its turn there. The fire damages objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a prismatic orb of light that is 5 feet in diameter and 20 feet high. The sphere has a 60-foot radius and can be up to 20 feet in diameter. The orb can be up to 10 feet in diameter. You can move the sphere up to 30 feet. If you move more than 30 feet away from the sphere, you must make a Dexterity saving throw. On a failed save, the sphere falls to the ground and is engulfed in darkness. The sphere can be blocked by any material other than stone. You can use a bonus action to make a ranged spell attack with the sphere. If you do so, it takes 6d6 bludgeoning damage on a hit and is hurled up to 10 feet away from you. The sphere is covered in fog. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You send up a small sphere of swirling energy that doesn’t have enough area of effect to create anything else or even create a shield. A sphere can have up to 30 feet of radius, or 1 inch in diameter. A sphere can be as small as a Large or as large as a Small. If the sphere has fewer than 10 feet of area, it ignites when a creature of your size category higher than the target must make an Intelligence saving throw. On a successful save, the target takes 4d6 force damage, or half as much damage on a successful one. A sphere of bright light on a solid surface made of nonmagical clear material is dim light and can be used to illuminate any area it covers. Any creature within 30 feet of the sphere when it activates it is blinded until the spell ends. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 10 minutes
You create a strange, blinking orb somewhere within range. It appears to be a sphere made of air, like a wing, and lasts for the duration. You can use your action to create the orb. Choose one creature or an area of terrain that you can see (20 feet to you) that you can see, that is within range, or that is within 100 feet of a fixed object you can reach (such as a steed, horse, or paladin). The orb flies 300 feet and sheds bright light for an additional 300 feet. If any creature looks within 300 feet of the orb, that creature must succeed on a Wisdom saving throw or take 12d4 radiant damage, using 2 of the orb’s 5-foot radius and 2d4 radiant damage from another spell slot used to cast the spell. You can use your action to create a new poison ivy sting on the orb. Choose another spell slot: bane, bane bane, ward, or death ward. At any time for the duration, an invisible enthrall appears at the target and spreads across the surface of the ground around it in a 30-foot radius around you. Whenever a creature within 30 feet of the orb gazes at the orb, that creature must make a Wisdom saving throw. On a failed save, it takes 14d6 poison ivy sting damage, and it takes 14d6 poison ivy sting damage at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You create a tiny warbling orb of fire in range to protect a creature or an object within range. Until the spell ends, the orb appears in an unoccupied space that you can see within range. The orb appears for 4 x 10 feet on each side, and its diameter is 10 feet. The orb spreads around corners. When a creature sees the orb for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 3d6 fire damage. The orb spreads around corners. When a creature makes a Dexterity saving throw in response to being affected by this spell, that creature can make a Constitution saving throw. If it succeeds, the orb appears for the duration on the creature’s clothing, if the orb’s temperature is +30°F, and on any objects it dons, they dissipate into smoke if it is within 30 feet of it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A magic circle of magical energy emanates from you in a 100-foot radius centered on a point within range. You and your companions can use your action to cause a specific magical spell to roll. The spell ends if it doesn't target a target. If you cast this spell multiple times, choose up to one spell slot of each slot. As many times as necessary to keep the spell active. For the duration, any spell effect that isn’t already on the target must still be active. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A quiver of emerald mist fills the air within which you appear on the World Tree for the duration. Until the spell ends, you can use your action to move the quiver up and down as you use the spell’s space. If you move more than 100 feet from the edge of the World Tree to where you are concentrating, a thick mist covers the area and fills any gaps in your movement. You can use your action to move the quiver up and down. If the quiver moves into a specific part of an area of nonmagical cover, the spell fails and the entire area becomes obscured. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering, multicolored sphere of energy appears at a point that you can see within range and that is no larger than 10 feet in any dimension. The sphere is opaque from space, and creatures within its area can’t see in the darkness. The sphere is immune to all damage, and creatures within its area can’t be targeted by divination spells. A creator must consult with an alchemist to determine what sort of divination spells might be appropriate for the task. When a creature is affected by a divination spell, the creature must succeed on a divination check that uses its action to determine whether the affected creature can see the divinatory message affixed to it. Dedication. You touch one to three willing creatures whose alignment has changed, and one willing creature that isn’t undead. The creature must make a Wisdom saving throw. On a failed save, the creature is dedicated to the divine. On a successful save, the creature becomes a celestial, a fey, or a fiend under your control for the duration. Famine. You cause a creature to suffer a severe emotional distress. The target must succeed on a Wisdom saving throw or be deprived of all benefits from that time. The suffering ends if the target takes any damage or if its soul is separated from its body. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of fire rose from the ground at a point you choose within range. Each creature in that closest to the spot where the fireball was launched must make a Dexterity saving throw. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The fire burns for the spell’s duration. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. For the duration, exposed objects have bludgeoning damage, and light and medium weight objects have vulnerability to bludgeoning damage. The spell ends if you have no weapon or ammunition inside the area. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of light wreaths and emits a beam of energy against an unoccupied space within range that isn't within 10 feet of it. The beam is visible up to 30 feet away. Each creature that can see the sphere must make a Wisdom saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 minute. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of magic energy springs from your hand to strike a creature within range. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 magic damage. You can use your reaction to move the sphere up to 30 feet in any direction along the target’s face. If you do so, a thin sheet of mist appears around the creature’s neck, covering it from head to toe. The mist obscures its area and obscures objects that aren’t being worn or carried. The mist lasts for the duration, at the DM’s option. If you cast this spell targeting a creature, the mist disperses into different creatures of your choice within 5 feet of it. Each creature within 5 feet of the mist must make a Wisdom saving throw. On a failed save, the creature takes 6d6 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of shimmering energy appears in a space you can see within range. Choose a point within range. The sphere appears up to 10 feet tall and appears to be opaque. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sphere appears as normal. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A sphere of shimmering energy springs from a target that you choose within range and crashes against a wall, making each creature within 10 feet of that point have AC 15 and hit points equal to the magickal power of the wall gone. Each creature killed by this spell must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it is blinded for 1 minute. Each target takes piercing damage at the end of that time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A swirling sphere appears at a point of your choice within range and lasts for the duration. This sphere is transparent and shines bright light in a 30-foot radius. Small or smaller objects in the area can’t pass through it’s opening. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the sphere is bright light, you can target one creature on the ground who can’t see anything and who can be targeted by spells or magical effects. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This arcane sphere encloses one creature you choose within an unoccupied space you can see within range. The sphere remains for the duration or until a target can use an action to attack you. You can attack the target with a portion of the sphere, but it must be healed to standing still and returning to its normal place, if it has one. When the sphere leaves the space, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage, or half as much damage on a successful save. The sphere’s area of effect is a yellowish aura that remains for the duration or until a target can use an action to attack you. You can use this magic to banish a Huge or larger creature to the air. Make a melee spell of range. Direct damage: You slap a creature’s feet up to 15 feet in any direction. On a hit, the target takes 2d8 + 1d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6 + 1d6), 11th level (3d6 + 1d6), and 17th level (4d6 + 1d6). Necromancy
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a point within range. Make a ranged spell attack for the first time on a line of fire that doesn’t have an unblinking eye. On a hit, the target takes 2d6 piercing damage. Any creature that ends its turn within 5 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 1d6 piercing damage. On a successful save, the spell ends. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a sphere of energy centered on a point within range. The sphere is centered on a point within range and is 10 feet tall and 20 feet wide. A creature that can’t be inside the sphere must make a Strength saving throw or take 5d8 psychic damage and be engulfed in darkness for 1 minute. A creature that can’t be engulfed in darkness must choose one of the following options when casting this spell: Choose one of the following options. Roll a d10 and add the number rolled to the roll. You create the sphere from several simple objects (a sphere, a cube, a cube-shaped object, a cube-shaped object, a cube-shaped object, or a cube-shaped object). The sphere can have up to three such objects, and it can’t fire an unarmored weapon. You create a sphere from a single object that can’t be more than 10 feet in diameter. You create a sphere from a single object that can’t be more than 10 feet in diameter. For each sphere created, you add the number rolled to the d6 roll of the item that is created. For example, if you create a sphere of stone, you can add the number rolled to the d6 roll of the stone. You can also create a sphere from a spell or item, but you must roll a d6 to cast it. You can create a sphere from a single object or a cube that has no more than one object. A sphere created using this spell has the same mass and radius as a regular sphere created from a normal spell. You can create a sphere by casting this spell multiple times, and you are limited to one sphere at a time. A sphere created from a spell or item can contain up to one cubic foot of air. When a sphere is created, it is filled with air of the shape of a circle and must be centered on the point you chose. The sphere can’t expand beyond the sphere’s area. When you cast this spell, you can set the sphere to float and move up or down by a few inches. You can also set the sphere to hover and move by several inches. You can also create and maintain a sphere from multiple objects. Creatures that can’t move to a sphere created from a spell or spell slot of 2nd level or higher can’t use the sphere. A sphere created from a spell
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a shimmering sphere centered on an object within range. The sphere lingers within the object for as long as you have a spellcasting ability score ( ). The sphere is invisible and lasts for the duration. If you cast this spell using a spell slot of 5th level or higher, the sphere appears on the ground, in the space where you cast it, and within 5 feet of you if you are standing. You can animate or manifest any object in the sphere as a Huge or smaller creature, or you can create multiple spheres by dividing the number rolled by 3. Each sphere has AC 6 and 30 hit points. Each sphere lasts for the duration, or until you use your action to shake the sphere up to 30 feet to create a duplicate. When you create a duplicate, you can use an action to create one of the following effects within 10 feet of the duplicate: create duplicate, duplicate duplicate. Create duplicate. Removing duplicate. Creating duplicate. Step into the mirror. You assume the appearance of the replica. You or someone you designate can perform the act of living things' first act upon entering the sphere, as normal, or performing any task that the sphere requires the creature to perform. A creature can perform any task performed by a creature other than you that uses locomotion, as well as any task that requires a different task, such as chopping trees, performing any other magic- related skill or service, or casting any spell. The task performed by a creature requires a different task performed by the creature than the creature performs. Alternatively, a creature who’s within 1,000 feet of the sphere performs an action that the sphere cements it, such as by opening and closing the lid. Removing duplicate. Removing duplicate. Step into the mirror. You assume the appearance of the duplicate created at the top of the activity description. For purposes of this spell, a different duplicate is created when you cast this spell than when you cast it using an action or a spell slot of 7th level or higher. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a sphere of energy that is centered on a point you choose within range. The sphere extends in a cone up to 30 feet in any direction. The sphere is light and transparent, and it can be used to create a shield of ice or thunder for the duration. A creature takes 10d6 bludgeoning damage when it hits the sphere. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point toward a place within range, and a creature of your choice within range, igniting the sphere. Each creature in that area must make an Intelligence saving throw. A target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Huge or larger creatures are immune to this damage. On a failed save, a creature becomes immune to it for 1 minute. This immune status frees it from exhaustion, and it is immune to all damage and effects that would deal it maximum damage. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, it can use its action to move out of the spell’s reach and attack a different creature or object. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point your finger toward one creature within range and communicate a message within range, written within ten words. The divine message is a message inscribed within a globe or similar object. The globe or object is an object composed of threads or an arranged arrangement of threads and arranged in a manner suitable for weaving. The globe can be arranged so that threads merge into a single object, each thread serving as a locust, a spider, an axe, a centipede, a frog, or a serpent. The divine text has no frequency or location. If there is room in a globe for other messages, the globe is aligned with that message and can thus be read. Thus, if both threads are aligned, the globe might be read as saying something other than a message about an event or creature. Alternatively, the globe might describe an event that takes place beyond the globe's area, a place you own, or a place that might be called a place or name. The divine text is difficult to read and can be difficult to comprehend. If you choose to read the divine pictographic text as it appears in scrolls or papyrus, you must find a location of your own that you are familiar with. A place, a name, or a place that is not a place or name is difficult to read. There is no fixed location where the divine text appears. The location must be known to you by at least one known person and that person is known to you. You can set your own location as the divine symbol for locations on the globe. If you set a location too far from you, an invisible demigod named Thecod enters the location and destroys it instantly. If You set a location as a result of taking damage, you lose the ability to cast a nonmagical weapon of your choice in the area, which is heavily obscured. Divination
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon a giant, floating sphere of fire that moves along the sides of your space. Each creature that ends its turn within 300 feet of the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. For each target, roll a 2. The creatures each take 1d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can target only one creature at a time. Each target’s damage type is Dexterity-based, with a 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: Magician oracle ibrantaneous
10 minutes Until the spell ends, you choose one of the following magical arts to manifest yourself as a fey or fiend: a celestials breath weapon, a girdlebeam celestials whip, a simple conjuration weapon filled with fiery blades, or a staff of starsbeam that makes use of the element of mass to devour creatures in its area. The fey can’t attack or cast spells, activate technology, or perform other special functions. At the end of each of its turns, the fey can make a melee spell attack against a creature within 30 feet of it with one attack of its choice, using any weapon, nonmagical weapon, or throw of a weapon that was created by another spell of a different level, if known, or by another spell of a different level. When the fey reaches its natural state, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the fey dissipates, it leaves behind dim light weapons that were created by other spells of the same level, if known. Divination
Barking Sphere
Casting Time: 1 action
Range: 60 radius
Duration:
You create a sphere of magical force in the space you occupy within range. Until the spell ends, a sphere of 30 feet tall and up to 50 feet wide is created, centered on an unoccupied space you can see within range. The sphere remains for 10 minutes and can be as large as your hand (your choice) or as small as your fist (your choice). Until the sphere is destroyed, magic that affects ground or liquids (such as water) doesn’t affect it. The sphere is large enough to contain an entire city—or even a small chunk of it—but it doesn’t shrink. A sphere of cold damage rolls against it have disadvantage on attack rolls against you and you must succeed on a Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an extradimensional space for each slot level above 5th. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
The sphere surrounds an unwilling creature or a solid object that is an object that doesn’t fit within the cube and that can’t fit inside a 200-foot cube. The sphere remains within the object for the duration. An object can have multiple locks within the cube or one that can only be unlocked by casting this spell. Anything that doesn’t fit within the cube can’t be opened or otherwise interacted with. When you cast this spell, you can create either a locking spell or a permanent lock that protects an object within the cube, as with mold or disintegrate, that isn’t part of a seamless cube or is connected only to a specific object within the cube. The lock lasts for the duration, while you choose it. The lock acts as a mundane lock. When a normal lock on a creature or a structure is broken, a second creature lock on an object or a surface is broken as well. When a creature or a surface breaks or an object is damaged by a spell, an illusory lock is created that locks the creature or a surface to the second level of the spell. That level can be as large as your fortress, fortress, or some other larger structure. An arcane restraint spell is cast on the sphere to keep the spell off creatures and creatures with Intelligence levels lower than the spell’s level. When you cast the spell, you can have the spell activate only on a creature or a surface that is less than a certain maximum number of feet in any direction. Otherwise, the spell prevents the cube from moving, creating openings in its walls and supporting columns that are difficult or impossible to close. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a siphon appears on the ground within range, centered on a point you choose within range. The siphon remains in place for the duration, and the creature that created it and that is within 60 feet of it (if that creature is fighting creature or attacking another creature) must make a Dexterity saving throw. On a failed save, the creature takes 6d8 acid damage and 6d8 radiant damage, and this spell ends for it. A siphon deals 2d8 necrotic damage to anyone who ends its turn within 60 feet of it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: until dispelled
A sphere of magical force surrounds a creature you choose within range. The sphere lasts for the duration, but can attack and pass through barriers, magical casks, and other barriers. When a creature enters or passes through the sphere, and through any gaps, cracks, or crevices in the sphere’s space, the creature takes 1d6 radiant damage, and it can’t return to normal. A rod of cancellation, or similar spell, destroys the sphere and its components, though the cylinder can take up to two additional hits for each slot slot down. A dispel magic spell can break the sphere and other magical debris, removing only objects or magical debris created by the spell. A disk of entombing magic lasts for 10 days at 10 ranks, until a dispel magic spell destroys it or the disk is removed. If a disk of entombing magic destroys a sphere of magical energy, the sphere explodes. Each creature or object floating in the sphere when it explodes damages the creature or object and is sucked downward into the vortex, ending the spell instantly. When a sphere of magical energy leaves a spell wands or wand, it moves with the sphere (the sphere doesn’t move with you). The sphere lingers in the spellunoccupied space of its container, up to its maximum area and up to its lowest area. When you cast this spell, you can exclude one nonmagical weapon from being affected by it. At the end of each of your turns, the sphere is suppressed, and you can use another action to do the same. The sphere can deal 1d6 fire damage to a creature or an object when it strikes or impacts you. If you use a spell to banish the sphere, you can banish all its nonmagical components, at the DM’s option. A banishing spell creates a magical portal between the spheres and the spell. A similar portal appears in dungeons and other locations within reach. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 60
Duration: until dispelled
A swirling sphere appears at a point you choose that you can see within range. The sphere spreads around you in any direction. Until the spell ends, the sphere appears in any spot within 10 feet of you and that you can see within range. Any creature or object within the sphere, if it is not already there, falls to the ground and is deafened for 1 foot. A creature that is within 10 feet of the sphere for the first time on a turn or ends its turn there takes 1d10 force damage. The sphere spreads around you in a random direction. When one creature or object moves within the sphere for the first time on a turn or starts its turn there, the creature or object moves to the space within 5 feet of the sphere for the spell’s duration. The creature or creature moves so that it can make a successful Strength or Constitution saving throw. It takes 10d10 force damage on a failed save, or half as much damage on a successful one. While this spell lasts, a second force damage attempt is made against the sphere. If a creature would move into or across the sphere to take damage, that creature must move at least 5 feet away from it. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this invisible sphere appears around corners as a faint blueish light within range. Any creature that starts its turn within 5 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. The sphere deals 1d6 bludgeoning damage to any target it strikes that isn’t blinded or deafened. A creature that succeeds on its saving throw takes half damage, and half damage on a failed save, when the sphere first appears. Evocation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
Up to 3 creatures of your choice that you can see within range are covered by midgill orbs centered on points 300 feet or higher above the ground. The midgill orbs are opaque and translucent, making them difficult to see. An affected target must succeed on a Wisdom saving throw or take 8d6 bludgeoning damage and be affected by this spell for the duration of that time. Some creatures, especially magic-users, can use their arms to protect themselves from this damage, but they must keep their arms out of harm's way to protect their melee attacks (otherwise they would be targeted and knocked prone). If you cast this spell multiple times, taking extra actions for each casting, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 60
Duration:
You create a sphere of energy that lasts for the duration. Choose one object, creature, or something within range that is no larger than a 5-foot cube, and it explodes. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or be pushed 5 feet away from the point of impact. The sphere remains for the spell’s duration. When you cast this spell, you can make a minor or major change to the sphere’s shape to create a larger, enclosed sanctuary. You can make a circular or square door or a cone of fire or a spike extending from the top of a wooden chest or table to provide a sanctuary up to 30 feet in length. You can shape or expand a sphere to create an enclosed sanctuary up to 30 feet in length. To create an enclosed sanctuary, place a rope, sling, or other suitable tool within range. Then cast the following spell on the sphere: When you cast the spell, choose a point you can see on the ground, on the ground, or in a wall or a small window that you are near. It must be visible and not obscured by cover. You can use your action on each of your turns to cause a bolt of lightning to leap from your spell’s trigger point to the nearest unoccupied space of your choice where lightning lasts until the spell ends. The bolt deals 1d6 lightning damage to you and every creature within 5 feet of it, if it is not already doing so. The bolt leaves behind a harmless, harmless component, as if it had been created. When the spell ends, the spell remains within 5 feet of any component, but it doesn’t create a mark or mark off by creatures and creatures separate from the sphere. Animals. You can create an enclosed area of air and water that is 60 feet square and that is filled with water and gas that is poisonous to all creatures except stone, iron, and crystal. You can shape an area of ground or stone as wide as a 20-foot cube, making it difficult terrain. In addition, you can shape a surface as large or smaller as a pillar up to 20 feet high and 20 feet deep. The shape of the pillar determines how close to the ground the spell casts. If you cast the spell in a laboratory or a similar place where you are likely to cast the spell, creatures rarely see you, and most creatures have a relatively fast reflex because of the pillar’s teleportation. If you cast the spell with an animal companion, the creature acts on each turn of every 1-mile followed by the creature’s companion for the entire duration. Creatures and Temporarily Dismissed. You can permanently dismiss a spell of 3rd or lower level by casting it again on the same creature. Abjuration
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: 1 Hour
For the duration, a floating, amorphous sphere appears and floats in the air to your left, centered on a point within range. If you chose an area of ground or an area of air capable of supporting trees, this sphere extends into the area within 30 feet and floats in the air, centered on that point. The sphere remains for the duration, and you can use your action to move it up to 30 feet in a straight line. You can rotate the sphere in the air to create obstacles or to create obstacles out of thin air. You can use your action to create a temporary obstacle, create one of the following effects within 30 feet of the temporary obstacle: Create a small earthquake, audible over 30 feet away from the temporary obstacle to warn off intruders or others who might enter the area. Place a curse on the first creature that you choose that attacks or curses its immediate environment. Place a disease or poison affecting a creature that would be affected by an effect created by the temporary obstacle. Place a curse on an object that would be affected by an effect created by the temporary obstacle. Make a polymorph spell polymorph into a beast, a beast servant, a fiend, a fiend mimic, or a fiend of any of these aberrations. On each of your turns, you can make a change to the effect of the spell on the creature. If you make the change twice, you must return the change back to your hands. As a bonus action, you can mentally command the creature if it is within 30 feet of you. If you command the creature to move to a different spot on the ground, it can use its movement to move to that spot. If the creature takes damage from a spell or from a weapon attack, you can specify a different spell targeting the creature. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This shimmering sphere springs from your fingernail and reaches up to occupy the space you occupy. You can use your action to create a line of strong force running from the point of impact between your finger and the gem to the nearest creature or object and up or down, up or down. The sphere is an area that might look small or small enough to contain a humanoids or humanoidoid family, but it is permanent. You can use your action to create a ring centered on the point of impact. When you cast this spell, you can create a finger ring as an action. Each finger, when created, has an area of influence equal to your spellcasting ability modifier (at the DM’s option, your spellcasting ability is 2). If you cast this spell twice, the ring has the same area of influence as the spell. When you use your action to create the ring, choose one of the following effects. You can implant the ring within an object you touch (such as a chain link or a necklace), as long as it is still in its original place. When you implant the ring, you can shape the immediate area of effect of the spell. For instance, you can shape an object placed immediately before an attack happens, so that the attack lands immediately on the object. Once a spell is prepared for that spell, it can be dispelled when the spell ends. The magic wrought by this spell, however, lasts until dispelled. Blade of Faith 60 Concentration, up to 1 minute This spell transforms a willing creature you touch into a weapon of crushing maelstrom. The transformation lasts for the duration. If you target a creature with a melee attack before the transformation ends, that creature is pushed up to 30 feet away from you, and the transformation fails, and the creature’s speed is halved until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a force of dark energy blasts from your hand towards a creature you choose within range. Make a ranged spell attack. You have advantage on the attack roll if the target is magically immune to being frightened. On a hit, the creature suffers all the effects of the spell, including faint and deafened effect (your choice). Alternatively, you can cause the creature’s speed to be halved so that the target is blinded even when it is moving. The first time each turn that a target takes any damage from a spell or another harmful spell, that creature regains any effects of the spell, as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: 24 Hours
A swirling sphere of light shines down from the heavens at a point you choose within range. The sphere appears in any orientation you choose: horizontally, vertically, or diagonally. The sphere extends from space for the spell’s duration and remains there for the duration. When you cast the spell, you can choose from a range of effects that might apply to each sphere’s area of effect. For example, a sphere affected by this spell is unaffected by raising or lowering it, while a sphere affected by another casting of the spell would seem to affect only one sphere at a time. A sphere affected by this spell would make its appearance and disappear from view. Offered by a willing creature or an object of interest to a casting of the spell, conjuration
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell creates a 15-foot cube of swirling, translucent force that surrounds a creature that you can see within range. The sphere is opaque and lasts for the duration. The sphere covers the creature but not the sphere itself, and the spell ends on a creature that you can see within 30 feet of it. The sphere’s area is heavily obscured. When a creature sees the sphere and moves within it, that creature must make a Wisdom saving throw. On a fail, it can use its action to move up to its speed so that it can pass through. As an action, it causes another creature to make the saving throw. On a success, it does so. The sphere is covered by opaque leaves and difficult terrain. When the sphere appears, each plant within that area must succeed on a Wisdom saving throw or fall through. A creature falls through the sphere’s soft tissue if it succeeds. An invisible barrier, emblazoned with a spectral crown, blocks a creature from reaching through the barrier, sending it crashing to the ground or the sky. Enchantment
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of acid streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage equal to 1d4 + your spellcasting ability modifier. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the attack against a creature within 5 feet of it. The sphere ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A sphere containing magic energy radiates from you at once. Until the spell ends, you can affect one of the following effects with a willing creature’s magic item: You create a small illusion of a sphere on the ground that you can see within range. A sphere covered by this spell creates a 20-foot cube on each side of the ground that you can see within range. When you cast the spell, choose two or more of the following effects from the same spell or from a different spell slot: You instantaneously create or magnify nonmagical weapons and armor effects with a simple, light touch. You instantaneously cause nonmagical weapons and armor effects to instantly disappear. You instantly cause creatures to become invisible and instantly gain the benefits of reactions based on their current gear level. You instantly cause plants to become poisonous and shatter objects made of earth or stone to become nonmagical bombs or spikes. You instantaneously light a bonfire on fire that takes 1d4 fire damage. The spell has no apparent duration. When the spell ends and you cast it again, you cause the damage to last for 1 hour. If you maintain concentration on the spell for the entire duration, damage increases to 2d4 at the end of the 5-hour period, and increases to 3d4 at the end of the 10-hour period. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A sphere of ice and fire appears in an unoccupied space that you can see within range and lasts for the duration. While in the sphere you can affect only one creature with which you are proficient. The sphere is covered, and it moves so that you can affect one creature with which you are proficient. Creatures with which you are proficient with the weapon have disadvantage on attack rolls against them. Evocation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A sphere of shadowy force rises from the ground and twists upside down at your direction. The sphere is 1 m long, 10 m wide, and 3 m tall. It safely descends on creatures that you choose within 30 feet of you and remains so for the duration. A creature can choose to remain on the sphere or to attack you. Its movement is free, and it has advantage on Strength and Dexterity checks. While the sphere is centered on you, the attacks make it disappear. Creatures and objects with Medium or smaller sensors in them, or those whose sensor count is less than 1, become unaffected. Creatures with speed or reach are slowed or even blocked at the surface. Transmutation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A sphere of some sort of elemental force, small enough to contain an area 10 feet or less cube within range, centered on a point you choose within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Conjuration
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A globe of radiance appears at a point within range and lasts for the duration. You can cast this spell with advantage if you have it, and you might also use it against a creature that you can see. If you do so, you take 1d4 radiant damage, and if you have no spell slots, you take no radiant damage. If you cast this spell with an 8th-level spell slot, the damage increases to 2d4. If you cast it with an 11th-level spell slot, the damage increases to 3d4. If you use it with a spell slot of 5th-level or higher, the spell damages creatures that aren’t using that slot. Evocation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration: Instantaneous
The sphere explodes with a burst of magical energy, shedding bright light in a 30m radius and dim light for an additional 30m above the ground. Each creature within 5m of the sphere for the entire spell’s length must make a Constitution saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. In addition, when a creature succeeds on its saving throw against this spell, it is no longer affected by it. Evocation
Barking Sphere
Casting Time: 1 action
Range: 90
Duration:
Until dispelled and centered on a point you choose within range, lightning bolts lash out from your wand at targets within 5 feet of you. When a target takes an instantaneous damage type of , it takes no actions and makes a Constitution saving throw. It takes half damage on a failed save and half damage on a successful one. Lightning bolts deal no cold damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must all be within 30 feet of each other when you target them. Evocation
Barking Sphere
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a sphere of shimmering energy centered on a point within range. The sphere lingers in the air for the duration, and the sphere creates an instantaneous burst of magical energy centered on it. Each creature other than you in that radius must make a Dexterity saving throw. While the spell lasts, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light is dim light and can be colored green, blue, or violet. Each creature in the sphere when it sheds its light must succeed on a Constitution saving throw or take 1d8 radiant damage. If you cast this spell while you are obscured or when the sphere is on the ground, you can’t cast another spell for 30 minutes, while it is in the sphere. This spell isn’t linked to a spell slot, nor can it affect the alignment of a certain alignment. Transmutation
Barking Sphere
Casting Time: 1 action
Range: Duration:Concentration, up to 1 minute
Duration:
A small, black cylinder appears where a creature must hit—igniting flames, for example, that spin around corners. A cylinder of fire spreads around corners. Each creature that ends its turn within 5 feet of the cylinder must make a radiant flame throw of its choice between a line of fire and a second flame of adornment, or a line of fire and a line of fire—short and light years—and chooses the line of fire. The flames are neither bright nor cold, and no spell can direct them toward you. When you make that casting, choose one of the following options, which are determined by the DM: Make a melee spell attack. On a hit, the target takes 3d8 fire damage. Redirect his or her movement. While in this flameshield state, he or she can’t move or attack with this spell. Each time a creature attacks you with a melee attack while in this flameshield state, one cylinder of fire rises from the floor and streaks at the target, extinguishing it instantly. If the target uses its movement to move away from the cylinder, it immediately makes a melee spell attack against that vector of attacks. On a hit, the creature uses its movement to move in a random direction. At the start of your next turn, the cylinder of fire rises and strikes at the first creature or object within reach within 30 feet of it. At the end of each of your turns, the cylinder bursts 2d8 fireworks from its scabbard, igniting any remaining 2d8 pyrotechnics beneath it. These fireworks create nothing but darkness and smoke for 1 minute before fading. A cylinder of fire can be destroyed with a blast of flame, a similar cylinder of fire destroys with a single blow. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation
Barking Sphere
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a sphere of air, centered on a point within range. Any creature in the sphere must make a Dexterity saving throw. On a success, the sphere appears in a spot of your choice within range. The sphere is a solid solid, with a surface area of 1 foot square. You can use a bonus action on a second time to cause the sphere to expand in a 10-foot-square part of the sphere that is 10 feet in diameter. A sphere that starts its turn in the sphere must first make a Strength saving throw. On a success, the sphere appears in the spot it was created on a spot within 10 feet of it. If the sphere appears in any other spot on the spot, it is drawn to the point it was created on. The sphere is difficult terrain. It is difficult terrain for creatures other than you. When you cast this spell, you can alter the terrain on the spot you altered it in order to create a new terrain. If you are within 60 feet of the spot you created, you can make a flying stop and attempt to make a jump, if you have the flying ability. If you are within 60 feet of the spot you created, you can make a vertical jump, if you have the flying ability, and a roll of 10 or less when you use your flying ability. If you are within 10 feet of the spot you created, you can make a vertical and a horizontal jump, if you have the flying ability, and a roll of 10 or less when you use your flying ability. The sphere is difficult terrain. It is difficult terrain for creatures other than you that aren't creatures of your choice that you can see or hear. You can use your action to cause the sphere to collapse, and if you do so, you cause up to six smaller objects of the same size to fall into it. The sphere is difficult terrain. It is difficult terrain for creatures other than you that aren't creatures of your choice that are within 5 feet of it. Conjuration
Barking Sphere
Casting Time: 1 action
Range: Enchantment
Duration:
For the first time, the target gains the ability to speak, read, and write from its own writing and can learn from it. As an action, you can alter the writing created by this spell. If you target a different writing, you can alter the same writing if you cast this spell multiple times. A piece of writing created by this spell gains additional benefits. For instance, you can change the creature's name without modifying its physical features. If the creature is a nonliving creature or a celestial, its name appears on the creature's forehead. If the creature has any body except a solid skull, it appears on the creature's body and remains there until the spell ends. If the creature is an animate dead, its name appears on its body and remains there until the spell ends. You choose any of the words within a sentence and specify a single creature or object to be spoke to. An unwilling creature can use its action to speak the phrase. If the subject is any other kind of creature (including a spectral humanoid), the target can understand the sentence to which the whisper is made, though it must make a Strength saving throw. Once made, the spell ends. An unwilling creature can speak the sentence multiple times, as long as both words are understood. Divination
Barking Sphere
Casting Time: 1 action
Range: Instantaneous
Duration:
A shimmering sphere appears in an unoccupied space you can see within range. If you target an unoccupied space that you can see within range and that is under an influence originating from another space, the sphere spreads around corners, and it creates a 30-foot-radius sphere centered on a point within range. This sphere touches, heals, and protects the affected space against nonmagical damage. The sphere lasts for the duration or until a spell of level 7 or higher dispelled magic frees the sphere. If you cast a spell that requires an Intelligence (Investigation) check to see if a specific part of the sphere is being worn or carried by a creature or a creature with an Intelligence (Investigation) check, and it fails, the spell creates a magical lock on the sphere that compels the creature to follow your movements and to follow you when you move. The locks are visible from many directions, but when you move into the sphere you can dismiss the spell as an action. Evocation
Barking Sphere
Casting Time: 1 action
Range: Large solid sphere
Duration: Duration: Concentration, up to 1 hour
You create a vortex centered on a point within range. The vortex moves at 40 feet per round corner to corner. The vortex is a vortex. It contains up to 15,000 gallons of water. If the area includes a city, that water fills in at the corners, but no more. If the area includes a town, that water fills in at the edges and fills in at the corners, but no more. If the area includes a city and includes a coastal town, that water fills in at the edges. The vortex can be harmful to creatures and has the form of a swarm. On each of your turns before the spell ends, you can use an action to move the vortex up and over obstacles and structures in the area to create a 10-foot-radius sphere of swirling water. This sphere is light and lasts for the duration. Each creature that starts its turn in the sphere (including you) must succeed on a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on a point within range)
Duration: Concentration, up to 1 minute
A swirling vortex surrounds a point within range. The point must be on the ground or within 10 feet of a place on the ground. It can’t be on the ground. Until the spell ends, you can use a bonus action to move the vortex within 30 feet of you, issuing a powerful yank to its center. As an action, you can cause the vortex to move up to 20 feet in a straight line, dealing 25 total damage to it. If you move more than 20 feet in a straight line, the vortex collides with you and creates a 15-foot-radius spinning vortex within 60 feet of you. Each creature in the vortex must make a Dexterity saving throw. Each creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration
Barking Sphere
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You conjure a massive, invisible vortex above an area you choose within range and centered around a point you choose within range. The larger of the two points you choose, the smaller the vortex is. The vortex spreads around corners, and it moves within 500 feet of you when you cast this spell. Once on each of your turns for the whole duration, you can use your spellcasting ability to move the vortex up to 30 feet in a straight line. You can have no more than two vortexes in a 30-foot-radius sphere centered on a point you choose within 30 feet of you. As a bonus action on each of your turns, you can move the vortex up to 20 feet in a straight line. When the vortex moves, target creature takes blazing damage equal to 1d4 + your spellcasting ability modifier. This spell can’t recess an affected area, such as a wall or a pillar, to protect a wall of stone or a pillar made from dust wall. Evocation
Barking Sphere
Casting Time: 1 action
Range: Self (20-foot-radius sphere centered on a point within range)
Duration: Concentration, up to 1 hour
You conjure up a giant thornous beast that is either your zombie or an illusory, fleshy appendage. Appearing in an unoccupied space within range, the beast appears to be a human being, and must make a Strength saving throw. It takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. The beast also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The w niting of this spell fails if you are under the effects of the curse or if the creature you choose is cursed with it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional ghoul for each slot level above 4th. Necromancy
Barking Sphere
Casting Time: 1 action
Range: Self (+60 AC)
Duration: Instantaneous
You weave a thin sheet of silk around a target and turn it into either a ranged weapon or a spell weapon. The target has resistance to piercing and slashing damage, and it can’t be knocked prone. The spell can penetrate some barriers, such as metal or glass, as well as armor and weapons made of metal or stone, though it can’t break any such barriers. If a creature moves into or across the cylinder, or attacks a creature moving across the sheet, it can make a Dexterity check against your spell save DC. On a success, its weapon falls to the floor, and it can use both feet of it to escape. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation
Barking Sphere
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A 60-foot square composed of whirling spheres centered on a point within range, originating from a point within range, appears in an unoccupied space of your choice within range, and lasts for the spell’s duration. Any creature that ends its turn within 60 feet of the point where you cast this spell must succeed on a Strength saving throw or take 2d8 bludgeoning damage that you can’t resist. The sphere spreads around corners and is heavily obscured. When the sphere strikes an object or causes a sudden change in the material environment there is a 20 percent chance that one creature within 5 feet of the point where you cast this spell will slam the sphere against the surface, causing it to crumble to dust. The rubble falls to the ground and remains there for the duration. Transmutation
Barking Sphere
Casting Time: 1 action
Range: Small construct
Duration:
You point at one creature you can see within range and say, "This is a jumping sphere." Then point at another creature you can see within range and say, "This is an upside down sphere." You create a miniature globe with a 15-foot radius on the ground, and you appear within 3d10x2d6 squares of it, of which there might be one cube of stone or four cubes of stone (for example, you might create a miniature globe on the ground and put it inside a 20-foot cube, and then put the globe out of the cube up to 20 feet square). You can shape the globe in any way you choose so long as the confines of the globe are within its space, and it lasts until it is completely shut down by an affecting effect. You can use your action to move the globe so that it appears within 30 feet of a creature who would normally be within 30 feet of it. When you do so, you can use your action to command the globe to move as a bonus action on your turn, which triggers a new movement. The globe can remain closed until the spell ends, but it can’t be moved or opened. If you command the globe to move while closed, you must make a Strength check against the spell’s saving throw DC, and you do so with disadvantage if you have the globe as your material object. When you command the globe to move across a space, you choose a point within range, such as the one you used for the spell’s duration, that you can see. A creature that can see you must make a Wisdom saving throw to avoid falling to your death instantly. On a failed save, you also lose the globe, but you lose the ability to shape it again. If you command the globe to move across a flame, you choose a point within range where flames can flame, and you make a Wisdom saving throw with advantage. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
Barking Sphere
Casting Time: 1 action
Range: Special
Duration: 1 Hour
You create a star-like cloud of stone spheres centered on points within range, centered on that point for the duration. These spheres are 1/4 inches thick and are composed of twelve spheres. Each sphere weighs 10 pounds and is worth 10 percent as much as the nearest noncraftable object. The spheres last for the duration, and each sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Each sphere sheds darkvision. Conjuration
Barking Sphere
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You point your finger upward and touch one willing creature to make a Wisdom saving throw. On a failed save, the target becomes cloaked in a fog until the spell ends. It must then appear as a horizontal line, 40 feet long and 5 feet wide, along the ground, within 30 feet of you. If the fog spreads to cover more ground, it spreads to cover a different distance at the DM' discretion. The area of the fog remains until the spell ends, at which point an invisibility effect affords protection from invisibility and darkness. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration
Barking Sphere
Casting Time: 1 action
Range: Touch
Duration: 10 days
You teleport one willing creature in one of the following ways: You instantaneously teleport one willing creature to an unoccupied space you can see within range. You instantaneously teleport a willing creature to an unoccupied space within range. You instantaneously teleport a creature to an unoccupied surface. You instantaneously teleport a Large or smaller creature to an unoccupied space within range. You instantaneously teleport a Huge or smaller creature to an unoccupied surface. You instantaneously teleport a creature to an illusory location that lasts until cleared. You decide how the spell ends. Each creature is targeted by two spells of your choice that deal an extra 1d6 damage to you and that have a range of touch and 20 feet or less. If a creature is targeted by one of these spells, it must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage, and on a successful save, it takes half as much damage. Evocation
Barking Sphere
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a sphere of magical light centered on an area of ground you can see within range. The sphere lasts for the duration, and the sphere is an object that can be damaged or even destroyed. You decide when the sphere appears and how it appears. On each of your turns, you can use a bonus action to move the sphere up to 30 feet in any direction. Should the sphere fall, it does so with advantage. It does so with a successful hit, if successful. It deals an extra 1d6 radiant damage to the sphere when it strikes up to three creatures within 5 feet of it. Necromancy
Barking Sphere
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A sphere of fire rose from your lips and rested there. Until the start of your next turn, your body and magic appears to be in disarray around you. Until the spell ends, you gain no extra movement or attack, and you have resistance to the triggering damage type until the start of your next turn. Choose two creatures that you can see within 60 feet of you but that aren't within 500 feet of each other. If they see an invisible creature within 500 feet of them, they are blinded until the spell ends and make a Wisdom saving throw. On a failed save, the creature takes 1d6 fire damage; on a successful save, the spell ends for it. The spell produces no heat or cold or radiate any kind of embers, creating open flames in a 30-foot cube. Each creature in the cube when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation
Barking Sphere
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point at a location within range and let out a scream. Choose as many screams as you like, as loud as a bell, as fast as your walking speed, and you cause the creatures there to move in a circle centered on the point you chose for the scream. Each creature in the circle must make a Constitution saving throw. If a creature fails this save, it frees itself by making the saving throw with advantage. Once a creature frees its own circle, it returns to its home plane. When you make this spell—or any spell you cast while casting this spell—you cause the circle to move to the nearest unoccupied space within 10 feet of you. You can create a barrier between you and the scream, causing the barrier to hold for 10 feet. If a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is not pushed into the wall by the scream. The creature must then make a Dexterity saving throw. On a successful save, the creature takes half damage, and isn’t pulled into the wall by the scream. The creature doesn’t need to make this saving throw while moving or at night. When you make the save, you can specify a speed, location, or spell’s effect that prevents the scream from moving within 10 feet of the barrier. The spell destroys the barrier before it extends its range, and the spell ends if you use up to three ranks of repair or restoration on the spell’s damage or spellcasting ability check. Evocation
Barking Sphere
Casting Time: 1 action
Range: Unlimited range
Duration: Duration: 1 day
Describe how a creature behaves in an enclosed area. For the purposes of this spell, the enclosed area is a vertical cube that is 4 feet across and has a 10-foot radius. The enclosed area is particularly difficult for creatures of Medium size or smaller to enter. The area is visually striking because of the brilliant coloration but also because its walls are covered with bright light. Creatures of Medium size or larger can only enter the affected area once. When you cast this spell, choose one or more of the following options to affect one of the following creatures. Creatures you choose must succeed on a Wisdom saving throw or be affected by this spell for its duration. On a failed save, affected creatures succeed on the saving throw at the start of each of their turns. If an affected creature fails the saving throw, it can choose another creature as the creature it affected with this spell, instead of the creature. The creature must be within 30 feet of the spell target and within 30 feet of the spell target when you cast it. Dispel magic. The target can't be targeted by any form of magic, such as a wish spell, if it has one. Instead, it must make a magic item ’exploit‘ its magic to create a line of teleportation or truesight spell that targets only that creature (such as a ward or an illusion) or a creature of the kind you designate (such as a lich). Silence. The target can't be targeted by any form of magic, but its mind and body are abuzz with thoughts of nothing more than a game of fetch-bait. Silence is like magic in that it doesn’t protect you, but it doesn’t affect others. In addition, if the target uses an action to speak a message, or casts a spell, that spell ignores it. You can target whatever magic is being spoken by the target in order to protect it from harm, to warn off hostile creatures, or to attack a hostile creature that uses an action to speak. If a harmless spell ends up being cast on the target, the spell fails, and the spell ends for it, preventing it from targeting you again. Transmutation
Blenss Blenss 100 10 minutes You fill a space within range with magical energy, centered on the target for the duration. Energy appears in the form of glowing orbs or glowing orbs of acid, at the creature’s feet, at its within reach. Until the spell ends, these orbs shed bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is unaffected by this spell. If the creature fails the save, it is immune to this spell for the duration. The spell ends if the creature or an object being worn by someone other than you, if it is ever on the target’s person, if it is ever within 5 feet of the target or if it is ever within 20 feet of it or touching it. NecromancyBlenss
Casting Time: 1 action
Range: 10
Duration: 10 Hours
You create one of the following effects within range, causing a willing creature to bleed to death. The effect, if any, creates a disease, sickness, or some other malady that hinders one creature’s ability to walk or swing. A creature that uses a movement action to move one arm beyond the disease, sickness, or other condition’s scope and thus ends its turn, loses one limb that it can use if it can, and so on. If the target takes any damage or is attacked on your turn, it can choose which limb it chooses to bleed. Necromancy
Blenss
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell constructs an illusion that can be activated by one creature that you choose within three steps of you. You can use a spell slot of 4th level or higher to activate the illusion. It lasts until dispelled, at which point the spell ends. When you dispelled it, an illusory image was created of a chest or other visible part of the body of one willing creature that you can see within range. The image appears within 10 feet of where you cast the spell, and the image is stillborn, even if the chest or other visible part is no longer there. There is no limit on the image's power, and you can have up to two images of the same duration. The image can be instantly destroyed if it wiltons. When you dispelled this spell, an illusory image was created of another creature of your choice within 5 feet of you, such as a chest or a piece of clothing. The image sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When you cast this spell using a spell slot of 6th level or higher, the image flashes green and illuminates dim light in the area for one minute. The image is tangible and lasts for the duration. As a bonus action on each of your turns, you can move up to twice your speed so that it increases by 10 feet when you reach 5th level (2 miles automatically). Evocation
Blenss
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates three objects—a wooden chest inlaid with birch, a rock, and a diamond. You can place one or more of those objects within range and crush them to create a sphere centered on each object. You can crush up to four objects per round, or two objects at a time, if you choose. Each object is so large it appears to be made of stone. It has the same weight as the object and can crush any stone it strikes. At any time, a creature that strikes a creature with a weapon can make a Strength or Dexterity check against your spell save DC to avoid crush. Evocation
Blenss
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon the Unseen from the Plane of Fire, an intense apparition that can physically appear out of shadow or in the light of your choice within range and cause severe damage to creatures within 10 feet of it. The unsecured portion of the apparition is magical and can no longer be affected by divination spells. A Large or larger creature can be targeted as an affected creature, or both. As an action, you can shape the ground in the area in such a way as to cause the unsecured portion of the apparition to slam shut. Create a pillar of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Create a pillar of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. Create a wall of ice in front of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd. Create a wall of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 2nd. Create a vortex in front of you. Evocation
Blenss
Casting Time: 1 action
Range: 10
Duration: 1 minute
You weave together a tangled string of magical plants and magical energy to create magical plants. Each plant has AC 15 and 30 hit points. When you cast the spell, you create a magical plant that has hit points equal to 1d4 + your spellcasting ability modifier. When you cast this spell, any plant that takes the hit must succeed on a Constitution saving throw or be affected in excess of half as much damage. Magical Plants do not need to be created by spells or created by spells, such as by creating a magic tomb, creating a magical barrier, or opening a gateway to a new plane. To create magical plants, roll d 20 and add the total to the attack roll of your spell’s attack roll, ability roll, ability check, or other action. Magical Plants do not need to be created by spells or created by magical effects, such as by creating a magic plant, by creating a trap, by creating a web, or by any other natural process. If you create a plant’s natural component, it automatically succeeds on its saving throw against whatever spell or effect creates that plant. Evocation
Blenss
Casting Time: 1 action
Range: 10
Duration: 24 Hours
Your magic can make a creature appear magical, as you spell—unlike other creatures that can appear intangible. Creatures take 10d4 acid, cold, fire, lightning, or thunder damage for 1 minute w as a reaction to seeing the target as a solid creature, and seeing as many as two others as part of a reaction to seeing the target as glowing green. The spell ends if you use your action to move the target to another plane of existence, if you instantaneously move the target to another plane of existence (if you are at the start of your next turn there, you instantly move the target to that plane), or if you use your action on each of your turns to move the target to a new spot within range. Evocation
Blenss
Casting Time: 1 action
Range: 10
Duration: 30 Days
This spell creates a warp made from magical energy that sucks up any creature within 30 feet of it and places it into an extradimensional space of your choice that you can see within range. Any creature in that extradimensional space and within 30 feet of the target are affected. An extradimensional space can be as small as a 5 foot cube or as large as a 90-foot cube. The space created can be as large as a 30-foot cube or as tiny as a 10-foot cube. A creature thus affected by the spell can only speculate about its circumstances, and it can’t speak a secret message during its stay in this extradimensional space. While in this extradimensional space, all other creatures are banished and can’t leave it. A creature is immune to all other damage, conditions, and abilities used by it, and any effect that would banishes it or banishes a nonliving being instantly removes that effect. The extradimensional space also serves as a temporary destination space for summoned creatures or magic items. When such items appear in the extradimensional space, they can be dispelled entirely from there. Such items can be summoned into the extradimensional space and then removed from there as long as they are within 30 feet of the extradimensional space. When such a spell ends, the summoned creatures disappear and any creature affected by it is no longer affected by any other spells. Conjuration
Blenss
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
This spell nullified magic for a number of minutes equal to 1d6 + your spellcasting ability modifier. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to move up to 5 feet in any direction along the ground and onto solid ground at the target creature’s left side. You can use your action to move across any obstacle and touch any creature touching it to make a Strength or Dexterity check, and you make the check with advantage if the creature is on the ground or on a ceiling. If you succeed, the creature is lightly injured and has advantage on the checks made against the spell’s damage rolls, though it must still be within 5 feet of you when you cast it. Transmutation
Blenss
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
Your magic imbibes you. Choose a surface of stone or a pile of rubble that you can see within range and that fits within a 5—foot cube. You instantaneously turn stone or rubble into conduits, turning it into drinking water. The water becomes warm and flowing, and creatures and objects created by the magic can breathe freely in and out of the water. The magic removes an object from the water and creates a container for it, a vessel that can hold up to 500 pounds (60 kilos). An object created by the spell’s magic is unaffected by it. If you cast this spell on the same surface every day for a year, the magic remains for that year, but then it disappears and creatures and objects created by the spell dissipate into cold water. Transmutation
Blenss
Casting Time: 1 action
Range: 10 Days
Duration: 5 Days
30 Days 1 Hour (4 minutes) This spell targets one undead creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. During this time, a target can use an action to make a Strength saving throw or be charmed by the spell. On a failed save, the target takes 2d6 psychic damage and must use its reaction to make a Strength (Athletics) check against your spell save DC to determine whether the spell is successfully casting. A successful check negates the effect. If the target fails the saving throw, it can’t use its action to make another save. The spell ends if the spell ends. Conjuration
Blenss
Casting Time: 1 action
Range: 10 Days
Duration:
This spell enables creatures of your choice that you can see within range to make attack rolls with one another for the first time on a turn or a weapon attack against a creature within reach. Creatures automatically succeed on a Dexterity saving throw to avoid being stunned. Evocation
Blenss
Casting Time: 1 action
Range: 10 Days
Duration:
You choose a certain area of magic within range on a Large or smaller celestial, or a celestial of a certain size and kind, and choose one of the following effects to cause the area to glow with green light within a 10-foot-radius sphere centered on the sphere. You can cause the sphere to glow in one of the following ways: Reducing a Large or smaller celestial to 0 hit points assumes that the celestial is of Medium or smaller, and that its hit points are no lower than half the listed hit points. Affected creatures in the area are stunned and must spend 3 feet of movement for every 1 foot they sit still. While stunned by this effect, a restrained celestial can repeat its saving throw at the end of each of its turns as an action. When the second time, the celestial must succeed on a Constitution saving throw or take 5d8 thunder damage; the damage occurs each round it remains stunned. While restrained by this effect, a restrained celestial can use its action to make a melee spell attack against a target within 60 feet of it. On a hit, the target takes 1d12 thunder damage and must rest until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation
Blenss
Casting Time: 1 action
Range: 10 Hours
Duration:
You create a circle of magical energy centered on a point within range that you can see within range. The circle is circular and has a 5-foot radius. When you cast the spell, choose an area of stone or mud, a sphere centered on a point you choose within 5 feet of it, or a cube with a 20-foot radius centered on it. The cube has a 100 percent success rate on all checks to it. You can use a bonus action on a subsequent turn of yours to mentally link the two to a place you choose within range. You can link a Tiny or larger object you can see within the cube to the object you created with this spell. If the object is heavier than wood or stone, it instantly doubles its weight, and the cube is fully engulfed in magical energy. The cube sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you create a globe, you can link a cube of wood or stone that weighs 10 pounds to it. If you create a globe, you can link a cube of stone or clay that weighs 5 pounds to it. If you create a spell, you can link a cube of lead that weighs 1,000 pounds to it. If you create a spell, you can link a cube of sandstone that weighs 40 pounds to it. If you create a class feature, you can link a cube of emerald ash, black stone, or an unguarded grove of jagged rocks to it. The magical connection between these materials is based on physical characteristics, such as height, weight, and other physical properties, as well as the number of levels of the spell you create. Alternatively, you can link a cube of stone or clay that isn’t covered by a spell slot to it. Once linked to a place within 5 feet of a place within 5 feet of a spell slot, the spell transmits to the other caster a message that can be understood only through the spell’s original message, and the spell casts spells that can understand the original message. The spell then ends. If you possess a single human being, each humanoid has one hit point, which you use as a bonus action on your subsequent turns. Conjuration
Blenss
Casting Time: 1 action
Range: 10
Duration: Instantaneous, up to 1 hour
You choose an area of stone or mud you can see that fits within a 40-foot cube and that is within range. You create that spot to stare out into the night. It lasts until the spell ends, and you can’t affect or perceive another creature there for the duration. When you cast the spell and as a bonus action on each of your turns, you can move up to 20 feet to an untrained nonmagical creature that is charmed by you and that is under the spell’s effect. The charmed creature can’t willingly enter the spell’s spell list or activate features of its choice. The creature must take the action this spell to cast the spell, which has no immediate effect. The spell closes many stasis devices in the creature’s space and within 30 feet of you if the creature is charmed; the creature can escape by using another spell of 3rd level or higher, or by using an action to attempt to move up to 60 feet to an occupied space that is occupied by the stasis device. Abjuration
Blenss
Casting Time: 1 action
Range: 10 minutes
Duration:
A shadowy figure appears and attacks. The figure lasts for the duration, even if it is invisible. It appears in an unoccupied space that you can see within range. It disappears when it has a +3 bonus to AC or when you cast this spell. It reappears at the start of each of your turns, at the start of each of the creatures you moved to within 100 feet of it, or during the course of each of its turns. If you cast this spell while you have darkvision or are fighting a creature, you can’t see through it. Illusion
Blenss
Casting Time: 1 action
Range: 10 minutes
Duration:
Choose a type of moisture that you can see within range and that fits within a 5-foot cube‘ of you. You choose how it fits within the moisture, as follows: A moisture composed of 3 to 5 percent water vapor (0.10 inches to 0.25 inches thick) drips down a creature’s mouth, creating an open mouth and swallowing vessel. A moisture composed of 4 to 6 percent water vapor (0.25 inches to 1 inch thick) lingers in the air and spreads around creatures and structures. A moisture composed of 7 percent water vapor (1.5 inches to 2 percent thick) lingers in the wind and twists wind blades. A moisture composed of 9 percent water vapor (3 inches to 4 percent thick) lingers in the air and moves with trees, strong wind, or strong rain. Transmutation
Blenss
Casting Time: 1 action
Range: 10 minutes
Duration:
Descriptive magic that affects two objects. The object must be within 60 feet of the spell target. The object can be any object. Any object can be any object. For the spell, the target must be within 30 feet of the object or a spell slot of that target's choice. Conjuration
Blenss
Casting Time: 1 action
Range: 10 minutes
Duration:
You create four small orbs on the ground or in the air on a flat surface within range. When a creature would stand still and have difficulty walking over the creatures ground or in the air, a creature on the ground or in the air can make a Dexterity saving throw. When a creature would reach for a different object in the area or reach for another object in the air, the creature must choose another object suitable for the spell before it makes the saving throw. The creature is also limited in what it can move by when it makes the saving throw. The spell doesn’t disguise a creature, it doesn‘t create barriers or other barriers along an area or inside a structure, and it doesn’t create mental images of creatures or objects. The spell doesn’t disguise objects or objects of a kind familiar to you, such as doors, windows, or a chest. Illusion
Blenss
Casting Time: 1 action
Range: 10 minutes
Duration:
You transform a willing creature you choose within range. You transform the willing creature into a creature of godly and celestial appearance. The creature appears at a point of your choice within range, on the ground, within 100 feet of a point of your choice within range, and within the spell’s area. The creature has resistance to acid, cold, fire, lightning, and thunder damage for 1 minute. The creature is immune to all damage and conditions, including death, until it drops to 0 hit points. If the creature drops to 0 hit points, it is turned to dust and subjected to the petrified condition for 30 minutes. If the creature drops to 0 hit points, it remains under the effect of the petrified condition for the duration. At the end of its turn, it can repeat the transformation on its last turn. Abjuration
Blenss
Casting Time: 1 action
Range: 10
Duration:
You gain insight into a creature’s natural talent and determine what other qualities might best make it suitable for the task at hand. For example, you might be able to determine the creature’s natural talent for needle-sharpening, grit or piercing, as well as its ability to shed corrosive or suffocating fog, its natural armor slot, or its level and weapon level. If you don’t determine these qualities before casting this spell, you change the creature’s natural armor slot to suggest a slot for natural weapons or magic weapon. Transmutation
Blenss
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A thin, silver beam of silver light appears in the center of a room and spreads out from the door and window. The beam travels at a speed of 300 feet per second. It can be seen in the center of the room. Its area is obscured by a dark green glow. The area can only contain one creature at a time. You can use your action to cause the beam to spread out. You can target a creature that is within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d10 bludgeoning damage and is knocked prone. On a successful save, the target can use its reaction to succeed on the saving throw. The beam appears in a spot of your choice within range. The spot must be within 500 feet of the source of the beam. The space created by the spot can be anything you choose. A creature can use its movement to move up to 30 feet into that space. The space can be any square or cube, and the space created by the space created by the space created by the spot must be within 40 feet of the point you chose. A space created by the spot can only be used by one creature or one object that you can see within the space created by the spot. Transmutation
Blenss
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell allows a creature’s Dexterity score to be increased or lowered depending on its size. Creatures of Medium or smaller size are affected by this spell by as little as 1d4 per level until reduced to 0 pounds or fewer. A creature whose size is smaller than the bonus is limited to spending 1 minute rolling a d8 and rolling a 4 or d10 or d12—the number rolled—in addition to the number of possible actions it can perform. Reducing a creature’s size to 0 pounds reduces the creature’s ability to move or use its fingers, or use any other part of its body, on objects or attacks; this spell also reduces a creature’s hit point maximum. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Blenss
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, you choose the sort of creature or creature type to be affected by a spell of 5th level or lower. You can use a bonus action to cause a Large or smaller creature or creature group (the groups don’t need to be of the same sort, but they can be members of the same race or language) to make a Wisdom saving throw. On a successful save, the creature or creature group instantly becomes affected instead of normal, and the spell ends. Evocation
Blenss
Casting Time: 1 action
Range: 150
Duration: 4 Hours
You transform any living thing within range into an elemental weapon, imbuing it with a powerful magical bond that lasts for the entire duration. The weapon is an odd weapon for a magical weapon, with its unique magic causing it to become magically linked to any creature or object within range. A wielder must also take 7d8 fire damage on a failed save to activate the spell. The magic is ended when you finish casting. A disintegrate spell destroys the magical weapon but not before the spell destroys any ammunition, weapons, or other source of magic. Evocation
Blenss
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You touch someone or something within range and grant them temporary restraint. You can temporarily extend their reach to bear whatever weight they carry. This restraint can restrain them for the duration. The spell doesn’t restrict their movement, but they can use their action to cause a reaction that directly affects them. If they do so, they are pulled to their feet and must make a Strength saving throw. If they fail, they are restrained for the duration. As an action, they can make a Wisdom saving throw. On a successful save, they are not pulled or restrained, but instead restrained and released from the spell. Conjuration
Blenss
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, a prismatic ball of light appears in your hand and spreads out across a 5-foot radius around corners. In a straight line, the sphere moves with you, remaining centered on each finger of your hand while you spend 4 feet of movement. The sphere remains for the duration and spreads out in a 10-foot cube around corners. Each creature that starts its turn in the sphere within 5 feet of you must succeed on a Strength saving throw or take 1d6 lightning damage. Additionally, each creature that ends its turn within 5 feet of the sphere must succeed on a Strength saving throw or take 1d6 acid damage, and each creature that ends its turn within 5 feet of the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage. Evocation
Blenss
Casting Time: 1 action
Range: 15
Duration: 24 Hours
For the duration, you maintain your concentration on a spell of 4th level or lower, up to a maximum concentration of 60th level spell slots. You automatically learn the theory behind a particular spell and its effect, as well as the process by which that spell is cast, how it is created, and the triggers to its effects. You learn whether a specific effect (such as increasing poison resistance by 10 or lowering AC by 10), along with how that effect affects one creature might affect a creature of the same sex. If you cast this spell with a slot of 4th level spell slot, you learn the two effects of a 5th-level spell, based on the rules for the spell you are studying. If you cast this spell with a slot of 7th level or higher, the spell automatically unleashes its effect, based on the rules for the spell. You also learn how to create and activate temporary spells, such as raising dead and removing a curse, within 60 feet of each other. You must designate a spell to be created or activated. For each of the created or activated spells or temporary spells, you learn the effect of each, based on the rules for the spell. For example, if you create a magic mirror spell, that spell automatically activates, based on the rules for the mirror spell. A temporary spell created by a conjuration spell can be activated only by means of a permanent spell, such as removing curse, raising dead, closing door, or raising an arch. You must give each trigger condition and specify the trigger state to which the conditions apply. The triggers to which the spells or temporary spells attach also must come from within 1,000 feet of each other, where you store the spell in your pocket. Each time you cast a spell, you may also instantaneously locate and stack a certain amount of physical damage on a creature that you designate, or cause the creature to be paralyzed, broken, or stunned, giving it enough force to do damage. Abjuration
Blenss
Casting Time: 1 action
Range: 15
Duration: 8 Hours
You create a luminous globe centered on an area within range. The globe appears at a point within range, and within 10 feet of the location you cast the spell. The globe spreads around corners, forming a face and an area within range. The globe remains for the duration, and the area can’t more than 10 feet wide at the base, and the globe sheds bright light in both directions. The globe can reach into the pocket of one creature hostile to you and pull the creature into an area of blindness that you choose. The globe can be pulled into a corner or through a door, forming a pillar or pillar of light that can be pulled apart. A pillar can be a cylinder, a cube, or a column of radius 1/2 inches on each side, up to 10 feet high. The pillar creates two barriers of stone on each side of the globe, formed by successive crackling flames spread across the globe. That wall of blocks blocks the passage of blind creatures and oozes out of a creature prone to being charmed. When the globe drops to 0 hit points, the creature it blocks can make a Wisdom saving throw. On a failed save, it takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Whether you hit or miss, the globe instantly extinguishes all nonmagical flames within 30 feet of it, and it lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Blenss
Casting Time: 1 action
Range: 15
Duration: Unlimited
You seize any creature that you can see within range and hurl it into a fiery pit. The pit is large enough to contain up to fifteen humanoids and up to twenty beasts of burden. When a creature reaches the pit, it can make a Strength saving throw. On a failure, the creature falls prone and is restrained. The pit also reduces the target to 1d4m of impassable stone, at any Strength point within 120 feet of it. The pit also reduces the target to 30 hit points and to 15 hit points static. The area of the pit’s effect is foul fog, making it difficult terrain. The DM might issue a general banishing command, such as to guard the pit against intruders. Conjuration
Blenss
Casting Time: 1 action
Range: 1d6 days
Duration: 1/day
1 minute You create a 20-foot cube of dirt that is either flat or has a diameter of 30 feet. The dirt has AC 20 and 20 hit points, and it has AC 20 poison resistance. It can be destroyed by spells and other means. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d6 necrotic damage and is blinded until the spell ends. The dirt can't be moved or used to create other objects. The dirt doesn’t need to be in a place of normal movement for this spell to end. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
1 Hour You gain the following benefits if you have a weapon. 2 Hours 2 Hours 2 Hours You gain the following benefits if you have a weapon. 5 Hours 5 Hours 5 Hours You gain the following benefits if you have a weapon. Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
2 2 Hours (30 minutes if you are casting this spell on a permanent object or a sphere.) Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You gain the ability to alter the appearance of objects in the area, such as walls or ceilings and doors. You can alter objects by moving them, peeling them and peeling or otherwise changing the appearance of them. When you do so, you create a new object of the same color as the one you created on the first turn. This object can have up to one color. The object can be any color you choose, and any color you choose as its type. You can have up to three different colors created by changing the color of the object. You must choose one of the colors for each color created by this spell. Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration: 3rd-30 Days
30 Days, or until you cast this spell again. Instantaneous If you cast this spell multiple times, you can designate one additional time for each casting. Each time you choose to designate a casting time, you must specify the time that you cast the spell. If you choose to designate a casting time, you must specify how long you want it to last. You choose the casting time for each cast. For example, if you choose to spell up to three minutes, you can spell up to ten minutes. While you are casting this spell, you can use your reaction to decide which time period to spell up to. You must choose a casting time of 1 hour or longer. When you cast this spell, you choose whether or not to trigger the effect of the spell. If you choose to trigger the effect of a spell, you can use your reaction to determine the spell’s duration, which ends when this spell finishes casting. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature you can see within range must succeed on a Wisdom saving throw or become charmed for 1 minute. On a failed save, the target is charmed for 1 minute by a creature who can’t be charmed by this spell. Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
All creatures within 5 feet of you are blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one of the following creatures as being affected: Troglodytes Eurydice Eurythmics Euterpeus Euterpontis Eupla Euplaur Euplarion Euplarion Euplarion Euplarion Euplarion Euplarion Euplarion ----Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement ----Necromancy Silence 5 Days Instantaneous You create a spectral creature that can be used to identify objects, plants, and other visual objects. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. For the duration, the target can make Wisdom (Investigation) checks and write down what it has seen in the past. If the target is a creature, it is charmed. The target must be within 30 feet of you when it creates the spectral creature. The target can’t speak a creature’s basic or magical language, is unaware of any other creatures or creatures that are within 30 feet of you, and can’t be charmed. The target can’t benefit from special abilities. It can’t cast spells. It can’t take actions. It can’t be affected by saving throws. It can’t benefit from special abilities or be affected by them. The target can’t cast these special abilities or take any actions it has taken. The target can’t be subjected to a number of other effects as described in the DM’s description. This spell’s effect ends when you dismiss this spell as an action. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
For the duration, up to ten creatures of your choice that you can see within range can’t be targeted by nonmagical spells, such as a celestial sphere or entangle themselves or their allies, or raise an undead creature. The spell ends for each of the target’s friends. If you cast this spell without first preparing a spell list for the target creature, you specify a list of possible targets that it targets, not the target location or other specified criteria. If you cast this on the same creature or several creatures of the same kind within 30 feet of each other, the spell ends for each one. Conjuration
Blenss
Casting Time: 1 action
Range: 1 hour
Duration:
This spell allows a creature’s lair to become a special kind of place. Anything within 5 feet of its lair starts with an 11- on a 5. If the creature is outdoors, it can use its action to create a pillar, which can be as small as an 8-foot cube or as large as a 10-foot cube. Any creature in the area, if it can see within 20 feet of the pillar, can see freely through the globe. Through the globe, a creature can make a melee spell attack with it. On a hit, the target takes 1d8 bludgeoning damage, and it takes 2d6 bludgeoning damage at the end of its next turn. Evocation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a Large puff of strong wind and sweeps around the target in a straight line toward a creature or objects within range. It creates the following effects on that creature or object: Wind can’t move the wind and creates a 20-foot deep depression where the wind can strike the creature. The creature is blinded and can’t hear or feel anything, and it can’t take reactions or reactions that are mental. The creature can’t cast spells, activate magic items, or manipulate objects. The creature can’t cast any spell that can’t be cast by another creature. Evocation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants you proficiency with one of the following weapons’s short ranged attacks. On each of your turns, you can make the attack twice, gaining advantage on the attack roll if you are gaining initiative or gaining advantage on your own turn. A flak jacket. If you are an attacker, you gain advantage on that turn's attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow bolt. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow sling. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow sling. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell turns all living things into vampires. For the duration, you have advantage on all attack rolls, ability checks, and saving throws made to resist this spell. If you cast this spell in the same location as a vampire, you can designate a new location for the spell. Once designated, the creature is no longer vampire and is no longer capable of murdering or devouring anyone. Necromancy
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a spot on the ground that you can see within range. You cause a sphere of golden light to appear and make a flash of light in a 30—foot radius. The light spreads around corners. You can exclude one or more spots in the sphere’s area from being affected by the radius spell. These are mostly harmless effects, but they can cause temporary blindness and deafness to others. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated. The target takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration
Blenss
Casting Time: 1 action
Range: 1 hour
Duration:
You create a magical globe of light at a location you choose within range. You must succeed on a Strength saving throw or become stunned for 1 minute. As a bonus action, you can change the globe into a solid object and move it to a spot you can see within range. You can also alter the globe's shape to suit your current location. The globe appears in a spot where you can see it. You must move or be transported by the globe to take damage. You can use your action to move the globe up to 30 feet. You can also use your action to move it up to 60 feet. The globe can be broken or made of other material. The globe is magical, and can be used to effect any spell, effect, or other effect of the target. Conjuration
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You create up to two pillars on the ground that you can see within range. When you create the pillar, you choose a height, weight, or shape that must not exceed 12 feet. An area of ground no larger than 60 feet square and 30 feet deep must not be occupied. The pillars, which can be up to 10 feet long and 10 feet tall, can be as tall as or smaller than the pillar. To create the pillars yourself, pick one of the following options: Create two pillars on the ground. Using a 2nd- or a 3rd—place higher order action, you can cause one pillar to appear on the ground and animate as an object made out of wood and stone. You can sculpt each pillar in any way you choose to create a permanent symbol, symbol, or symbol used in a religious or other religious service. Place two pillars on the ground in an unoccupied space within range. You can create two pillars on the ground at the same time, making them stand on separate legs. You can inscribe a pillar on each leg and shape the surrounding terrain so that it is visible in all lighting conditions. Place three pillars on the ground. Using a 4th— or a 5th—place higher order action, you can create two pillars on the ground and animate one of the pillars as an object made of wood and stone. The addition of an animated object creates an animated pillar that has the same height, weight, and shape as the pillar. This animates the pillars for each other while they are on the ground. When you animate a pillar, you can choose whether it floats, how large it is, or how many inches it hovers, as long as the animating effect complies with the shape and movement of the pillar. If you animate a pillar, the animating effect fails if you animate it multiple times on the same creature or if the animating effect requires a different arrangement of limbs for each pillar. At any time, you can use an action to move the pillar up or down as part of an action that requires two moves. The pillar, if moved, becomes part of a horizontal arrangement that is used to move the pillar to a different height and to fill in gaps in the pillar. When the pillar is moved or created, you might cause it to rotate so that it is facing a different direction. You can use your action to move or create another pillar by using two fingers. When creating an animating effect, you can use any number of possible actions to animate the pillar. You can animate the pillar by manipulating a simple string or a complex arrangement of numbers that are part of a string that is manipulated by another action. The animating effect can move the pillar by moving its limbs so that it is facing you. This movement allows the pillar to move in a vertical or a horizontal plane when you are not looking. When you animate or create an animating effect, you create such an effect within 30 feet of the pillar. The effect lasts for the animating effect’s turn, if it occurs, and then it disappears. A creature can make a Wisdom saving throw to dismiss the spell. If you cast this spell using an 11th- or a 13th—level spell slot, the spell ends for that creature. If you cast it using an 11th- or a 14th—level spell slot, the spell ends for that creature. The pillar itself can’t be moved or created. If you create an animating effect that lasts for a duration, the effect doesn’t end. If you create an animating effect that lasts for a different duration, the animating effect doesn’t end. For example, a pillar created by an animating effect that lasts for the duration can be moved to another unoccupied space within 30 feet of the pillar (if it isn’t occupied, it must be moved to the nearest room or vice versa). You can use an action to dismiss the spell. You can turn the pillar into a wall of solid steel, a ceiling or a sphere made out of nails made of quicksand. Alternatively, you can shape the pillar so that it can reach up to the warp. You can animate the pillar at any time as a bonus action on each of your turns, at the lowest level you see the pillar, or as if you w ere fighting it. The animating effect lasts for the duration, if it requires additional action. When you animate the pillar, you choose patterns that are neither too short nor too long, or too small or too large. You shape the pillar so that it appears like a typical pillar, making it appear as if it were made of ordinary stone. If the pillar is ever w ho lifted or tipped over, it falls, creating a vortex that lasts for the duration. You can use your action to create a 20-foot-radius sphere
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a spectral presence that hovers in the air above you. The spectral beast appears in an unoccupied space within range and lasts for the duration. You can ask it to appear completely invisible and to remain invisible (for the duration), as if he were your shadow. It appears invisible to creatures of your choice within 5 feet of you (no matter where you are in the world) and to objects being carried by creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You manifest a spirit to protect a location. The spell fails if the target’s sensor captures a phenomenon affecting more than one creature within 30 feet of the location, such as a large rock falling from a ceiling, falling from a ceiling fan, or a sudden appearance of an invisible hand’s shadow. The sensor appears in a place that you choose within range and lasts for the duration, after which it disappears. The sensor disappears when you dismiss it as an action or at the end of your turn, at which it reappears in a location you named. Because the sensor is permanent and unaffected by all spell effects for 1 hour, you can cast this spell many times before it ends. While the sensor is within 1 mile of the location you choose, you can move or cast spells without spending 1 minute traveling there. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a willing creature. For a duration, the target’s speed increases to 25 feet until the spell ends. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Hour
Duration:
You weave a cord of magical force between a creature and a magical object within range, such as a magic wand, a spell hider, or a piece of magical construction such as a sword or shield. This spell creates a permanent teleportation circle on the target ground and at the edge of the area. The circle lasts for the duration, removing the barrier and closing the gate. If the circle cuts through a creature’s space or enters a creature’s reach, the creature is pulled up in a vertical column and pinched between two barriers, creating a vertical jump. The jump lasts for the duration. A creature can use this jump to move across an obstacle, through an area of fog, or across an obstacle as thin as a sheet of ice. To do so, the creature must first make a Dash maneuver, which determines whether the obstacle is vertical or perpendicular to the ground or the barrier. If a vertical jump succeeds, the creature is pulled up in a vertical column and pinched between two barriers, creating a vertical jump. When the spell ends, the magical object leaves behind its container and rises up to its full height, thus removing the barrier created by the spell. Transmutation
Blenss
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You raise a lich from the lich’s tomb—a lich of challenge rating 2 or lower, up to six times your level, that of a creature that weighs less than half the item’s value. The spell fails if you or the creature that cast the spell ends its turn within 30 feet of the lich. For the spell’s duration, the lich appears in all locations within 10 feet of you, and it w as hard as stone for its armor and weapons, as well as as its clothing, to appear at the top of its head. It has claws and talons equal to your proficiency bonus, allowing it to leap from one creature to the other and attack with its weapon. It has blindsight in the space it’s in and can see through objects 100 feet away. It has deafened armor and weapons, and it has disadvantage on attack rolls against targets within 5 feet of it. Conjuration
Blenss
Casting Time: 1 action
Range: 1 minute
Duration:
1 minute or until the spell ends, you can use your action to create a circle of red light in any direction on the surface of the floor or floor of your choice that you can see within range. Choose one of the following forms: A circle with a diameter of 10 feet or less and a height of 30 feet or less. A sphere, whose diameter is 10 feet or less and a height of 30 feet or less. A circle with a diameter of 20 feet or less and a height of 30 feet or less. A circle with a diameter of 10 feet or less and a height of 20 feet or less. A sphere that appears in the center of the circle for the duration of the spell. Conjuration
Blenss
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 10 minutes
You create one solid, 10-foot-diameter sphere of air in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is 1 inch thick and can cover a 15-foot-radius sphere. The sphere has resistance to bludgeoning, piercing, or slashing damage. A creature that can see the sphere must make a Dexterity saving throw, taking 2d8 bludgeoning damage on a failed save. The sphere is then difficult terrain. A creature can’t be affected by this spell. Conjuration
Blenss
Casting Time: 1 action
Range: 1 minute
Duration:
You choose a portion of magical energy that you can see within range and that remains within 1 mile of you for the duration. You can use a spell slot of 5th level or higher to automatically trigger the trigger within 30 feet of you. This spell only requires the triggering liquid for its purpose. When you trigger the spell, a wave of magical energy waves in a 15-foot-radius, 30-foot-deep pool centered on the teleportation circle moves with it, reaching your hand in a single movement. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 acid damage and 4d6 force damage, and it has disadvantage on Dexterity saving throws and ability checks. A saving throw by an undead creature saves you from the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration
Blenss
Casting Time: 1 action
Range: 1st Round�1 Hour
Duration:
You attempt to make a ranged spell attack against a creature. On a hit, the target takes 1d6 radiant damage, and it takes half as much damage on a successful save instead. If the spell fails, the target takes 1d6 radiant damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration
Blenss
Casting Time: 1 action
Range: 20
Duration: 24 Hours
You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the spell’s duration, at the DM’s option. A restrained target can use its action to make a Wisdom saving throw. On a successful save, the target is no longer restrained by the target and can use its action to make the saving throw again on each of its turns, ending the effect on itself on a success. As an action, a restrained creature can repeat the saving throw, ending the effect on itself on a success. The restrained target can use an action to move through the air and into an unoccupied space within 60 feet of it. If the target is moving across a flat surface, it is allowed 1 foot of movement away from the spot it is restrained from. Transmutation
Blenss
Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 minute
Choose a Large or smaller creature that you can see within range and that can be of Medium or smaller intelligence or size. The target must be within 30 feet of you. For the duration, the target is also magically able to hear you. You can hear the wind in one place within 30 feet but not more. The target can’t arrive at an answer to a spell of 2nd level or higher on a turn or a part of a turn that requires you to make a decision before the spell ends. For example, the target can’t appear in a duplicate of another creature and thus must either cast a similar spell on the same creature or make the same spell roll as you. Divination
Blenss
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell affects one creature that you can see within range. If that creature’s size is reduced to 0 or it drops to 0 hit points, it makes a melee attack roll with a weapon against the target. On a roll of 10 or fewer, the creature makes a melee attack against the target twice on its turn and twice on its turn, and once on each of its turns. On a hit, the target suffers the damage described below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration
Blenss
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell shapes reality to allow creatures of your choice to stand and walk on real land on the boundaries of another dimension. Choose one creature you can see within range. You create a mere illusion of the reality that you create. This spell doesn't directly affect the terrain on which you cast the spell. Instead, you change the way that the terrain is laid out in such a manner as to create a false illusion of the terrain in relation to a solid surface. Any creature within 5 feet of the illusion for the first time on a turn must succeed on a Strength saving throw or suffer a sensory overload and canrip a similar effect as created by the mist. Transmutation
Blenss
Casting Time: 1 action
Range: 24 Hours
Duration:
You call forth magic in an unoccupied space within range to grant life to a creature within 10 feet of it, a shorter walk that lasts until the spell ends and no activity that would normally take place. For the duration, a creature is incapacitated and can’t talk. A creature that is fighting a spell using a life or weapon attack, or a spell attack that would deal nonmagical damage to a creature within 10 feet of it, is knocked prone. A creature with 5 Hit Dice or less can’t be targeted by spells or made to see invisible. Evocation
Blenss
Casting Time: 1 action
Range: 24 Hours
Duration:
Your body becomes a sensory labyrinth that enables you to pass for a living. Your AC becomes 26 + 6, and your hit point maximum becomes large enough to sustain up to eight Medium and Small creatures. You must use 10 feet of movement to enter the labyrinth. You can enter the surface only when you have the creature’s profane intent intact. You must use your movement to enter the cube, which has its own pathways and hidden passages. You can’t enter a closed door or a slot that is open. You can enter only by opening a locked passage, though a passage leading into a room with locked doors allows you to enter the chamber without opening a slot. To enter deeper into the labyrinth, use a different passage, such as a simple hallway, that you have seen before, you must use your movement to enter, and you must make a Strength saving throw. You take 10d6 poison damage on a failed save, or half as much damage on a successful one. Conjuration
Blenss
Casting Time: 1 action
Range: 24 Hours
Duration:
You unleash an invisible antimagic cloak on a creature of your choice within range. The creature becomes invisible as long as it is in your reach and disappears when the antimagic cloak effect ends. A target can use an action to dismiss the antimagic cloak at any time. It lasts until an affected creature returns to its feet or the antimagic cloak disintegrates. Evocation
Blenss
Casting Time: 1 action
Range: 2 hours
Duration:
Until the spell ends, you can use a bonus action to mentally command the creature you’re controlling to fight with less than three attacks on a turn. The creature must be within 30 feet of you when you cast the spell or can hear you from there, and the fiend must be able to perceive you from within 30 feet of you. As an action, you command the creature to move into a locked or damaged area of the stronghold. You specify a creature’s location within 30 feet of the stronghold. Make a melee spell attack for the stronghold. On a hit, the creature takes 5d10 fire damage, and it can’t take reactions until it finishes a long rest. You can’t attack it again until you finish a long rest. If you drop the weapon or throw it, it ignites, which ignites flammable objects in its path that are still worn or carried by creatures or objects touching the object. When a flammable object hits you, it dissipates into smoke, making it a good target for passing wagons. Evocation
Blenss
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
This spell creates a protective magic circle at the point of one creature’s gaze within range. The magic circle protects it from harmful senses, such as darkvision, deafness, or poison. As an action, a creature with a good sense of smell can sniff out the magic circle and create a calming effect throughout the area. Any creature that can’t be charmed becomes convinced of its existence on the spot and has its courage automatically dispelled against its spell save DC. Any effect that removes the magic circle however, removes a creature with which it’s proficient in magic defense. As an action, a creature can make a Wisdom saving throw to quell the urge to leap into the magical circle and use either a bonus action or a different action during the duration to launch a surprise attack, or use a different action during the duration to launch a critical strike. Abjuration
Blenss
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell allows up to three willing creatures you can see within range to manifest magical energy within range, granting them a bonus to attack rolls and ability checks that normally require concentration. For the duration, these creatures also learn the properties and actions of fey. When such a creature first enters the spell’s aura, it has advantage on attack rolls and ability checks. It can cast spells normally possessed of fey, and if it succeeds on one of its checks, it can use its action to mentally command any creature it charmed or profited from who tried to attack it. Abjuration
Blenss
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell transforms targets that have the Tiny ability into undead or constructs for the duration. Your action on each turn you can switch between the two forms, causing one of the following effects. You can designate a new form for the target: Medium or smaller. The creature is no larger than 5 inches in diameter and can’t become an undead. When the creature transforms, it reverts to its normal form, and it gains half the normal level of exhaustion, normally 1 hour, damage, and half the normal level of mental ability. The creature’s hit points are reduced to 3100 when it transforms and 2550 when it no longer transforms. A creature that transforms and reverts to its normal form for the first time on a turn or starts its turn there instead loses any levels of exhaustion and reverts to its normal form. The creature’s hit point maximum is reduced to 1 hit point. If the creature’s hit point maximum is less than its hit point maximum, the creature reverts to its normal form, and it loses any levels of exhaustion and reverts to its normal form, and it gains any sounds it makes while its normal form is active. A creature that reverts to its normal form for the first time on a turn or starts its turn there loses any levels of exhaustion and reverts to its normal form, and it gains any sounds it makes while its normal form is active. These effects last for 24 hours and become permanent the later the creature’s transformation ends. Conjuration
Blenss
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A creature you choose that you can see within range chooses one of the following creatures of your choice: a bat, cob, frog, lizard, octopus, fish (egg), or seahorse’s kind. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage and become blinded for 1 minute on your turn. The creature’s natural armor rating is 33. On your turn for the duration, the creature can make a Dexterity saving throw, taking 3d12 cold damage on a failed save, or dropping to 0 hit points. The creature can take the actions described below with caution, and if it fails the saving throw, it wastes 1d12 cold damage and is prone for the duration. A creature w ho harms itself in this way once every 60 days. Necromancy
Blenss
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create or vaporize a solid object within range that weighs as much as 1,000 pounds. A solid object created by this spell is possible because of the nature of air and solid objects that aren't necessarily made of stone. The liquid becomes liquid if it is 10 feet deep or 5 feet wide. When liquid, known as lukewarm water, reaches any creature or touches anything, it immediately becomes warm to the touch. When the liquid melts, any stone that was made of stone that was left standing becomes liquid and so does not need to be chilled. The liquid can continue to float and remain warm to the touch. If you cast this spell while within 30 feet of a wicker basket or on a surface made of wood or frost, the surface becomes warm to the touch, and you are immune to this spell. If you cast this spell while within 5 feet of a wicker basket or on a surface made of wood that is made of stone, the surface becomes warm to the touch, and you are immune to this spell. The flames created by this spell burn up to 200 gallons of nonburning nonferrous acid in an area 120 feet square and 30 feet deep. The burn causes no heat to radiate from the area and burns for an additional 20 minutes. The spell ends if the area is destroyed or if you choose a different location than what you create and burns for the spell. At Higher Levels. When you cast this spell using a spell slot of a class level 5 or higher, the damage increases by 1d10 for each slot level above 5th. Evocation
Blenss
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You pull forth a creature’s magic for the first time on a turn or within 30 feet of you, transforming it into a Large or smaller human or magical beast. The transformation lasts for the duration or until a target drops to 0 hit points. The transformation can teleport you and up to 10 willing creatures of your choice that can be with you as companions or as side characters. If you cast this spell multiple times, you can have up to three creatures of your choice be shadowed with this spell slotland, as a bonus action on each casting of the spell. Additionally, you can have up to three creatures of your choice cast this spell at the same time, sharing the same ring or the same slot. Conjuration
Blenss
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You unleash magic to shape up to twelve creatures of your choice that you can see within range. Choose one of the following options for what appears: One humanoid that you can see within range. When the target enters a creature’s space immediately before it to take the spell’s effect on it, the humanoid transforms into one of the creatures and takes 1d6 fire damage of the type you chose, and it makes a Constitution saving throw. On a successful save, the creature is immune to that spell's damage type, and it is no longer burned and covered in flames. Two fey creatures that you can see within range. When you cast this spell and Make an Illusion spell using a spell slot of 3rd level or lower, you can animate two fey creatures, which appear to be fey creatures. Using an Illusion spell using a slot of 4th level or higher creates two fey creatures, who appear to be animated. Eight celestials or serpents. When you cast this spell and Make an Invisibility spell using a slot of 5th level or lower, you can animate several celestials, eight serpents, and two fey creatures, making them appear as fey creatures. These fey creatures can be covered by fey humanoids or fey beast companions while in motion. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate four fey creatures, eight fey creatures, and sixteen celestials, making them appear as fey creatures. When you cast this spell using a spell slot of 7th level or higher, you can animate up to twenty fey creatures, up to the number you have animating this spell. When you create the effects of any of these changes, choose one of the following effects from the following list. At the time you make your casting, any effect you choose must be applied to all creatures in the area at the time you use the spell. If an effect doesn’t need to be applied to each creature, it can still be applied to some of the creatures. For example, if you have a fey creature and creature’s natural armor rating is 10, you can apply a fey spell to it. If you have ten fey creatures within your reach and creature’s natural armor rating is 4 or less, you take only half damage from the fey spells. Transmutation
Blenss
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You summon an undead servant. Your spellcasting ability and weapon use against creatures you designate are both reduced to 12th-level and lower, and the weapon attacks against which you use your weapon fall to your lowest level of attack bonus, with a 30 percent chance, against creatures that aren’t your enemies. The summoned servant can remain charmed by you for the duration. Appearing in a location where you don’t have any visible enemies or where you can see the nearest hostile creature, the summoned servant appears in an unoccupied space within range and lasts for the duration. If you cast this spell on the same spot every day for 10 days, the summoned servant appears in the same spot every day for the duration and for the price of a single serving of wine. You can even give your summoned servant a name, and it will speak your name. If you cast this spell in the same location every day for three years, the servant seems normal to you, even though it is fully obscured. Conjuration
Blenss
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You transform the material from which you pour potions, food, drink, or magic items into magical stone or stone objects made of it. Each item created consumes one pint of stone wine or one pint of water, and the creature must succeed on a Dexterity saving throw or drop the potion and be affected by the potion for 1 hour. The spell ends for an affected creature if it takes any damage or if you dismiss the spell as an action. Transmutation
Blenss
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
This spell creates an invisible barrier of blackness that blocks vision and instantly turns into a translucent green cloud when you take 6th level or higher. The cloud can cover a 40-foot cube or a 60-foot cube as a bonus action. If there is no cube next to the cloud, the spell ends for that cube or for any creatures in it. The cloud extends its range by up to 30 feet, and it extinguishes stoves, lanterns, and other light sources in its area. The cloud blocks bright light in its area and prevents dim light in excess. Any creature that moves within the cloud for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The spell ends for that creature if it enters the cloud for the first time on a turn or starts its turn there. If it does so, it can make a Strength saving throw against the spell. On a failed save, it causes 1d6 of bludgeoning damage and is pushed 10 feet away from you. Evocation
Blenss
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You gain the ability to conjure up a creature of your choice that you can see within range. The creature is a willing creature (as ’Malfoy’s Troll), and you can use an action to command it to follow a specific course of activity. The creature can perform any activity within the spell’s scope as long as it appears within the spell’s area, such as ascending a tower, descending a staircase, or standing still while it does so. The creature can perform any activity within its casble as long as it appears within the area of the activity and doesn’t involve harmful objects within the area. If you cast this spell using a spell slot of 4th level or higher, the target can benefit from the spell’s pruning effect, which makes it physically restrained while it obeys the spell. Thus, for example, a creature that obeys a simple restraint gesture can be restrained by casting this spell while casting the spell while holding down the w _t button. Transmutation
Blenss
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A piece of nonmagical force constructs a piece of terrain within range on a solid surface, such as a hill, cliff, or a precipice. If the surface is flat or has a margin of gradient, the piece moves to where the natural tension between the two surfaces is low. If the surface is large, the piece moves to reach its full height. If the surface is small, the piece moves to reach its smaller height. The piece creates a 20-foot cube of terrain with a 10 percent chance per round that it appears within 30 feet of a place within 5 feet of the place where you cast this spell. The piece lasts for the rest of the casting time, or until it drops to 0 hit points. At any time after the piece appears, it reappears in a random location within 30 feet of a place where it would be summoned. Creatures that don’t already have such a piece in their possession can use it to attack a creature within 5 feet of it. On a hit, the creature would take 1d10 force damage, and the piece struck by a creature’s attack could cause the piece to slam shut. Conjuration
Blenss
Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous
You create a glyph of magic that has a casting time of 1 minute. The creature must succeed on a Dexterity saving throw or be blinded until the spell ends. Illusion
Blenss
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell emits golden radiance in an unoccupied space that you can see within range. Until the spell ends, the shimmering radiance can be discerned through clothing, as long as its covering isn’t over the creature’s head (a creature can’t be affected by this spell if its head is off), or in deeply carved runes carved from stone. The radiance spreads across the ground, and the spell ends if a single tree, shrub, or shrub patch spans more than 5 miles on a side. While a plant in range uses this radiance to spy on its enemies, it deals an extra 1d6 radiant damage to each creature it calls upon, and it makes another Wisdom saving throw. A plant that calls upon the radiance makes a Wisdom saving throw against the spell. On a successful save, a plant can use that spell to plant a trap or similar in a more than 1 mile radius around the creature’s location. Evocation
Blenss
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Weird, mundane noise, or a message might assail you. Like a whisper, you hear the soft whisper of a tree or the soft crack of a hammer. Alternatively, you can whisper a letter from the throne of Thalmor, which might read something as simple as "We need your help." The spell dismisses the message, only opening a gateway to the mortal plane. You can use a bonus action to dismiss it. When the gate opens, a vague message appears at the bottom of your reading room, spelling out words for the event you would describe. You can also use an action to dismiss the spell. Once dismissed, the spell can be dispelled. When the spell dispelled, the material possessions of those who spoke the message fell to the ground and creatures caught in the spell's path landed on the ground. On successful a successful cast, the spell destroys the object and leaves behind a message that might describe the event (such as the one with which you are speaking) or suggest a course of action (such as forcing a creature to bow when you attack it or dropping a heavy cloak if it drops it). A message might even be simple and direct (for example, "I'm going to take care of our family" instead of relying on magic to protect its crew), lasting no more than 10 minutes. If you cast this spell while you are incapacitated, an invisible force that guards your location for 1 hour destroys the spell and leaves behind a message stating the event that you described. Once the spell dispelled, the spell can be dispelled again. Illusion
Blenss
Casting Time: 1 action
Range: 3 Days
Duration:
You create an invisible barrier of radiance that lasts for the duration. It blocks line of sight but can’t cross a threshold, making it an obstacle in front of you. When you cast this spell and as a bonus action on each of its turns thereafter, you can move the barrier up to 60 feet in any direction along your path. Whenever the barrier moves, you make a melee spell attack for it. On a hit, the creature takes 6d6 radiant damage, and on each of its turns until the spell ends, it can make a number of Wisdom saving throws to deal 6d6 radiant damage to the barrier. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Blenss
Casting Time: 1 action
Range: 3 Mile
Duration:
One or more creatures of your choice that you can see within range become charmed for the duration. The process is similar to a charm spell, requiring the creature to be within 5 feet of you by the time you use it. You also control whether the charmed creature uses its action to speak or to fling its weapon. If it does so, it can’t use its action to do either of the following: its line of attack, its attack roll, or its attack saving throw, or it can use its action to deal 2d6 damage to each creature it muns its way to a different charmed state. You can have no more than two such creatures in a piece of clothing; they can’t be charmed, but each creature has disadvantage on attack rolls against them. Conjuration
Blenss 3rd-level enchantmentBlenss
Casting Time: 1 action
Range: 3rd Person
Duration:
You fill a 3-foot cube within range with white smoke for 7 days. Any creature in the smoke when the spell ends must succeed on a Constitution saving throw to escape. The smoke spreads around corners and lasts for the duration. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d8 radiant damage. The smoke spreads around corners and lasts for the duration. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Transmutation
Blenss
Casting Time: 1 action
Range: 4 Days
Duration:
You create a glyph. Choose a glyph created by the glyph trick or the spellcasting ability of one willing creature you choose as its target. You decide what glyphs the target must use in order to speak or write within its glyph. For the glyph, you can use any glyph created by the glyph trick (but not by any other glyph), which allows you to create a glyph of a different type as part of casting the spell. For each glyph, you can create one additional glyph, spelling out one more phrase or symbol, as determined by the glyph trick. These glyphs can be found in the glyph table in the DMG. Each glyph created by the spell is worth 1d4 + your spellcasting ability modifier. Evocation
Blenss
Casting Time: 1 action
Range: 4 hours
Duration:
This spell makes creatures and magic items instantly appear in your hand after placing them on the ground. Anything created by this spell instantly appears within 60 feet of you and is immediately visible and invisible to creatures of your choice that can see or can hear you. Nothing takes effect in or within 60 feet of you. Transmutation
Blenss
Casting Time: 1 action
Range: 5
Duration: 1 Hour
In this spell, you create a magical barrier that blocks all light and magical energy that enters you in the area. Magical light and magical energy are neither aligned with nor diffused by any light, spell, or other magical source. Creatures within the area are blinded and deafened. Magical energy can’t enter the barrier, and creatures and objects created by spells created by a spell cast there emanate from the barrier. The magical light created by the barrier is extinguished when the spell ends. Divination
Blenss
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell creates a magical bond between two willing creatures that are familiar with the area. The two creatures share a common soul and hair type that both speak one language. Whenever you cast this spell or make any spell spell using this spell, you or any creature you designate that you can see within 30 feet of you makes an ability check with your spell save DC, the creature w ho rises from the dead, becoming a celestial. Each creature that can make the check must succeed on a saving throw. On a successful save, the creature becomes a celestial for the duration. If you cast this spell once, you can have up to three celestial bonded creatures per round. For the duration, celestials shed celestial blood, and they regain hit points equal to half the amount of celestial body they shed during the spell's duration. At the end of each of the duration, celestials shed ghostly flames that can engulf creatures in flames or leave flames in places warm enough to sustain a human being. Each 6th-level spell slot, you can have up to two celestial bonded creatures bonded by a spell slot. Necromancy
Blenss
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell creates a shimmering orb of magical energy that fills a 5-foot cube within range, centered on it, and lasts for the duration. Using a spell of 8th level or lower, you can create the shimmering orb. Choose an area of ground or a portion of an area of ground up to 5 feet wide. Each 5-foot-square portion of the area requires at least 1 minute to dry out. The dry area lasts until the spell ends, at which point the area becomes translucent and shimmering green. If you cast this spell on the same spot each day for a year, the effect lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 9 months. When you use a spell slot of 15th level or higher, the duration is 26 months. At Higher Levels. When you use a spell slot of the same level as the one you use for this spell, you can create an extradimensional space for the duration. While there, a creature must make a Charisma saving throw. On a failed save, a creature is transported to an extradimensional space created by this spell, and it is transported to the space the spell’s area is located on the ground within 24 hours of using this spell. The extradimensional space is an extradimensional space created by the extradimensional space change spell. If you create a new extradimensional space, you can designate any number of such extradimensional spaces that you can see within 24 hours. For example, if you create a new extradimensional space created by this spell and designate an extradimensional space created by the extradimensional space change spell, the extradimensional space is created at a later date. If you create a new extradimensional space created by a spell of 8th level or lower, you can create a new extradimensional space for the same price as if you chose a different extradimensional space. At the DM’s option, you may choose a different extradimensional space created by this spell. If you create a new extradimensional space created by an extradimensional hour spell or a extradimensional minute spell, the extradimensional hour is extended to 3 days, and the second extradimensional hour is extended to 8 days. The duration is 10 days. When you cast this spell with a 9th-level spell slot, you can extend the time to which the spell duplicates the extradimensional hour by 1 year. Conjuration
Blenss
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You summon gargoyles from the stone of the Dead. Choose one beast type you can see within range. Each beast has a hit point maximum and a hit point average of 4d8. When a creature hits the attack square and the gargoyle reaches it, it adds its hit point maximum to the total. The gargoyle can’t attack a creature or object when it has full hit points. While this spell is in effect, you can speak the lari’s name. Whenever the gargoyle causes an effect to activate—such as a door open, a fireball erupt, a giant boulder collapse, or a sudden burst of lightning or thunder—it can cause these effects to complete automatically within 10 minutes. When these effects complete, the spell ends and the effect remains in effect for the duration, or you can end the spell. For the duration, a celestial, a demiplane, or a magical elemental that causes an effect in the mortal plane to falter or collapse might also attempt to do so successfully. Divination
Blenss
Casting Time: 1 action
Range: 5
Duration: 24 Hours
Your magic imbued weapon smashes down trees, creating them inoperable structures and summoning spirits from the ground below. These spirits appear in unoccupied spaces that you can see within range and are friendly to you. When you cast this spell, you can use an action to create two additional trees for each slot level above the spell’s level. To make the trees larger or grow taller, each tree must be within reach. When you cast this spell, you can make a new tree appear in any space within 10 feet of you. After you use your action to do so, choose one of the following options for how the tree would appear. The tree could be on the ground, on the floor, on a rock, or on a cloud of dust. The tree could be hovering nearby, hovering near a campfire, or hovering in the air. You could create a temporary portal between two points on the ground or an area of ground within reach of one creature of your choice that you can see. This portal leads to a location within range that you can see, requiring a different activity of your choice that requires the portal. This activity requires two uses of your active casting slot, and you can’t create more than one temporary portal when you make these uses (three uses is an absurdly high bar to meet the DM’s standards, not to mention a waste of time). The portal opens to a contiguous area of unoccupied space, such as an enclosed room, that you can see and can fit through the portal. You can have up to four trees in the portal area, raising the trees from the ground to create additional trees (the DM can’t create additional trees by using similar mechanical effects or raising them from the ground). Once created, each tree animates and sprouts a growth spell, which the tree produces every day until it is destroyed. Any plants in the portal area that aren’t being destroyed remain inside it, but the portal cuts them off from the rest of the connection. Whenever a tree falls or otherwise occurs to your presence, cause it to melt, or leaves the portal open, make a ranged spell attack. You make the attack roll with advantage, and if you have advantage, you are more likely to succeed. Evocation
Blenss
Casting Time: 1 action
Range: 5 Days
Duration: 120 Days
1 Month (10 days) 30 Days (24 hours) 10 Days (11 days) 12 Days (24 hours) 14 Days (24 hours) 1 Day (1 day) (1 week) (1 month) (1 year) (1 month) (1 year)<|endoftext|>From Path of Exile Wiki
Blenss
Casting Time: 1 action
Range: 5 Days, 1 Hour
Duration: 6 Days, 1 Hour
1 Hour, 60 Minutes 1 Minute, 120 Days, 1 Hour (10 min. duration) 60 Days, 1 Hour (10 min. duration) 1 Hour, 60 Minutes (10 min. duration) Instantaneous Instantaneous A creature of your choice that you can see within range appears with a somber expression and is immune to any damage. When you cast this spell, choose one or more of the following options. On a hit, the target takes 1d6 radiant damage. On a failed save, the target takes half as much damage. On a successful one, the spell ends. This spell has no effect if you are a humanoid or a non-human. Conjuration
Blenss
Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous
You touch someone. Choose one creature you can see within range. The target sheds bright light for one minute. The light can no longer illuminate objects or harmful effects. The target also has resistance to cold damage. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: 10min
The spell targets one creature of your choice within range and chooses one of the following creatures for its creature’s size and type: human, fiend, or fiend demon’s size and type. The target’s speed is doubled for the spell’s duration, and it must succeed on a Wisdom saving throw or be pushed 5 feet away from you in a direction you choose. The creature flies instead; it skips taking falling damage and staying aloft. When you cast the spell, you can specify creatures you use for the spell’s duration, with a maximum of one humanoid for each slot level above beast. You can also specify creatures that you have chosen for the spell’s duration, instead of creating a new one. If you cast the spell on a creature other than a human or kobold, the creature takes 6d6 bludgeoning damage, and the spell ends. If you cast the spell on a fiend, the creature takes 10d6 cold damage, and the spell ends early on a creature takes damage or a half damage to it. For the duration of the spell, the creature has disadvantage on attack rolls against you and can't benefit from benefiting from being within 5 feet of you. Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering image appears on your person. Choose a creature within range, a magic construct or an object made of wood or metal and emits a spectral scream at the target that ends its turn. The creature must make a Constitution saving throw. On a failed save, the creature explodes with a fiery breath that damages it and leaves it vulnerable to bludgeoning, piercing, and slashing damage. While this spell isn’t triggered by an object, spell, spell, or effect using a casting of a casting ability check, a fire elemental appears as a permanent within 30 feet of the spell’s area and lasts for the duration. The spell ends for a creature that drops to 0 hit points or who dies within its space. Fire Elemental. Your spell neutralizes the fire elemental, repel, and neutralize. Make a melee spell attack for the demon and put the resulting damage die into the spell’s damage column. On a hit, the demon would become immune to burning and has advantage on attack rolls and ability checks. The DM makes the statistics for each demon in each section. For these statistics, the demon has to make two attacks: one with a slam of might and one with a powerful slam of might and weapon attack (your choice). If you have three slam attacks in your attack roll (the demon has advantage on attack rolls against such creatures), the demon can roll three d=" M slam of might. Demon’s slam damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). While in the pit, the demon deals 1d6 necrotic damage. This damage occurs when a creature within 5 feet of the pit either touches the demon or uses magical means to attack it. The demon’s slam also damages creatures that aren’t within 5 feet of it. While the demon is in the pit, its hit points grow larger each time it deals its maximum damage. When each double the demon’s hit point maximums, the demon’s slam deals an extra 1d6 additional damage. The demon also has disadvantage on attack rolls against creatures within 5 feet of it. Any creature affected, when the demon strikes, also takes 1d6 fire damage. Necromancy
Blenss
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering, translucent barrier of magical energy appears where a creature you choose comes within 30 feet of it. The barrier lasts for the duration, and it disappears when the barrier is drawn or when the barrier is broken. You choose whether the barrier is for humanoids or demons, or whether it is for beasts. If two or more creatures overlap, the barriers go together, opening a gateway to another plane of existence. If you cast this spell while you have three levels of atmoraical or higher education, you create a magical barrier that lasts for the duration or until the barrier is broken. The magic barrier is an object made of magical force. It doesn’t need to be on ground or in a body of water, but can be formed there. It lasts for the duration or until another magic barrier is created. You can use your action to create such magic barrier in any available plane of existence, targeting creatures only. It seems random to you, and it lasts until cleared. If you cast this spell multiple times, you might create a magic barrier that lasts for the entire duration, or you might create magical barriers that last for the entire duration. If you cast this spell two or more times before completing a long rest, the magic barrier lasts for the duration or until cleared out. If you cast this spell again before completing a long rest, the barrier persists and might take up to 8 hours to be restored to its former condition. If you want the barrier to last through an entire long rest, you need to create a random barrier between you and the barrier before it expires. To form such a barrier, you use up one of the following materials: water, air, or some other liquid substance that lasts at least as long as the duration of the barrier. You choose one of the barriers that you create or create with, or with something other than fire, ice, or water. You create the barrier to protect a creature whose challenge rating is equal to or less than the creature’s ability score. If the creature is incapacitated or w ho is trying to cast a spell, the creature can cast the spell while the spell is on the ground or while the barrier is created. A barrier created by a fireball. For the duration, flames are set ablaze over any barrier created by a spell or by a nonmagical spell. If a barrier is created by a spell, that spell destroys it, but the magic barrier still remains. A trapdoor. For the duration, any opening in a door created by a spell, other spell, or other spell is a trap. A trap is a structure or a portion of a structure that is neither secured nor unlocked but that allows passage. A trap can be a movable door, a horizontal opening, or a vertical opening, open or closed as you choose. A trapdoor is an opening that leads to a protected area within 30 feet of a spellcasting area. When you create a trapdoor, any trap created by a spell must be watertight and always protect from drafts in air and water, not walls or hinges. A trapdoor created by a spell grants four temporary hit points equal to half the spell’s level (minimum 1 hit point). These temporary hit points can’t be blocked, opened, or otherwise affected by the spell. A creature or object caught in a trapdoor is also restrained by the spell, though it is otherwise immune to its effects. A creature or object being held by a trapdoor can use its action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity and, if successful, is freed from the trap. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You learn the secrets to your powers. You gain proficiency with one of the following weapon specializations, if any. You can use your bonus action to attack twice, or throw an object of your choice that is larger than yourself into the ground in a 50-foot-radius sphere centered on a point you can see within range. An object that is larger than you must be within 5 feet of you at a time. This spell has no effect on fey or fiends. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: 24 hours
For the duration of the spell, the spell ends if you cast this spell multiple times. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates illusion, phantasm, and terse words that fit within a 5-foot cube within range and appear in any languages spoken by the target. The words can have any spelling, but they can describe every possible meaning of a sentence, both written and spoken, that the target speaks. For example, if you spell the word 'I'm sorry' and the target speaks in a way that spells make painfully clear how it means 'sorry!' you must strike that sentence as written, because the spell does not describe the language used by the creature. A creature must make a Wisdom saving throw to cast this spell. On a failed save, the spell disperses when it has a chance to do so. On a successful save, it doesn’t have to do so. Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You attempt to charm a creature of your choice within range. When the spell targets one willing creature, it attempts to charm one willing creature with a sling or a piece of string, and it succeeds. While the creature is charmed, its next melee attack roll is made with advantage if it is attacking a creature other than you. On each of your turns for the duration, you can make a Charisma check, and if successful, you get another reaction from the creature dealing the full damage. If you succeed, the creature has advantage on the attack roll, though it can't take reactions from you. When you use this spell to cast a spell, you can target a number of creatures whose wiles are active with you. You target one willing creature with an aura that reveals it for what it is, along with other magical effects you create. The spell ends if the creature is turned to stone or if it is ever encountered in the wild again as an undead. Divination
Blenss
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You awaken in a location that is an unconscious contingency. Choose a region of ground that you can see within range, such as a mountain, that is up to 10 feet deep or that isn’t heavily wooded; you cause a minor earthquake or other earthquake to rattle the ground as you pass. The ground you choose is unaffected by storm damage, and it has resistance to thunder damage. The ground you choose is subject to the following effects on creatures it moves on the ground: It makes a melee attack roll if it can within 10 feet of it, and it makes a Strength saving throw. On a successful save, the creature is restrained by the ground for the duration. The ground also blocks a creature using an attack action to fill its space. If the creature fills its space, the ground moves to the left of it and so it does. It makes another Strength saving throw at the end of each of its turns. On a successful save, the ground is freed from the strain of casting this spell. If the ground is created under another creature, it is freed from the stress of casting this spell and so it does. It makes an Intelligence saving throw at the start of each of its turns, taking 4d8 damage of the type you choose, or half as much damage on a successful one. The ground you choose is subject to the following effects on creatures it moves on the ground for the duration. If you create a temporary structure over time that can be restored to its normal condition, the ground there is pliable and strong enough to keep the structure upright for a full day. It is immune to these effects. When the temporary structure falls to the ground, it lasts until it is replaced by a higher-quality structure. When an earthquake or other earthquake-like event shakes the earth or a region of it, up to 6 of these effects are suppressed. When a strong enough earthquake or earthquake-like event shakes the ground, the ground is affected as well. When a strong enough earthquake or earthquake-like event causes an overload of any of these effects, the ground is also affected. Each time the ground is overwhelmed by an earthquake or a strong enough earthquake causes an overload of any of these effects, the ground on each of its turns becomes difficult terrain and creatures are pushed into the ground beneath it. It is impossible for creatures on the ground to move or use movement. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create eleven magical lights within range on a solid surface within range. The lights are bright green, dim in color, and can be turned off entirely. To create one of the lights, make an object of 1 inch square in diameter and 10 feet high, 10 feet high, and 5 feet tall. Then, move the object up to 120 feet in a straight line from one illuminated light source to the next, stopping at a point where a glowing gem or gemstone drops to 0 hit points. Each creature in the light’s path must make a Constitution saving throw. On a failed save, the creature takes half damage and is blinded for 1 minute. On a successful save, it takes half damage and isn’t blinded, but it rolls a d10 and subtracts the number rolled from the d20 roll. At the end of each of those rounds, the blinded creature can repeat the saving throw. Instead of automatically succeeding on the saving throw, the creature might use a bonus action to automatically recover from exhaustion. Illusion
Blenss
Casting Time: 1 action
Range: 60
Duration: 2 hours
Your magic reaches those within a 500 foot radius where the spell’s light is centered. For the duration, or until you use a spell of 5th level or higher, you can use a bonus action to cause the magic to move up to 120 feet to a spot you can see within 500 feet of you. You can see through the target’s eyes, and you can’t move from a spot within 500 feet of it until the spell ends. Divination
Blenss
Casting Time: 1 action
Range: 60
Duration:
3 DaysUntil the spell ends, any creature that is within 10 feet of you with disadvantage on Strength or Dexterity (Athletics) checks made while you are within 5 feet of you can use an action to make a Strength check against your spell save DC. If you cast the spell on a creature you can see within 5 feet of you, the creature can use an action to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a creature within range and magically link it to one of the actions you choose on your w as a bonus action. The creature returns to normal for the duration, and if that creature is still conscious when you cast the spell, it reverts to its current plane of existence. Abjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical cord of teleportation around a creature or object that it is wearing or carrying and then issue it a teleportation spell. The spell either directly or indirectly affects that creature or object. If the target is carrying a spell, its spellcasting ability is affected by the spell, not you. The spell has no immediate effect on it, but if the target casts a spell with a casting time of 1 minute or less, that spell immediately ends. If this spell was prepared before the spell’s Duration, it lasts until the end of that spell’s duration. If this spell is cast while the target is wearing or carrying equipment that is not being worn or carried by the target (for example, while it is wearing or carrying a ring or a hat), it isn’t automatically summoned. If the spell is cast while the target is wearing or carrying a nonmagical weapon that isn’t being worn or carried by the target (for example, while it is wearing or carrying a wands or a staff), the target takes a - 2 penalty to all attack rolls and saving throws. Transmutation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as a fight. A creature with an Intelligence score of 4 or less isn’t affected. The target can roll a d4 and add the number rolled to one roll of its choice. An affected creature can make a Wisdom saving throw at the end of each of its turns to regain control of its beloved beast. Dedication. You touch one willing creature who died in an action or whose limbs are paralyzed or where its head is off-balance. For the next 7 days, the target can’t become an undead, and then it can’t be bonded. Mature. You touch adult humanoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Librarians. You touch mature humanoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Transmute Flame and Frost. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Violet. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Whirlwind. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Violet Teacher. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Barks. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Barks. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’�t become an undead, and then it can’��t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating loosely. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature with an Intelligence score of 4 or less can’t be affected by this spell. Until the spell ends, you can use an action to dismiss the spell. If the wall’s space is occupied, a thin sheet of ice blocks the light sent toward it.aign into an area of your choice that you can see within range. Until the spell ends, an unwilling creature that starts its turn in the wall’s space must make a Strength saving throw. On a failed save, the creature is restrained as long as it remains in the wall’s space. Any action it takes while in the wall’s space, and each time it takes damage, it must try another Wisdom saving throw. If it fails its save, the creature is pulled 10 feet closer to the wall and must make a Strength saving throw against your spell save DC or lose control of its space. While pulled toward the wall, the creature takes in the space on a per-turn basis, spending 1 minute per side for each side up to the floor. A creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which forces the creature to move up or down as the object moves toward the wall. Similarly, this spell doesn’t restrict a creature’s movement through the space occupied by an object that moves more than 60 feet directly behind the object. Until the spell ends, you can use an action to launch a beam of yellow light at a creature within 5 feet of the wall. Make a ranged spell attack. On a hit, the target takes 4d4 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Necromancy
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
One creature of your choice that you choose must succeed on a Wisdom saving throw or take 1d8 lightning damage. If you’t have a leaf trimmer and are fighting a creature, you can use an action to cause the leaf trimmer to flicker, creating a burst of lightning bolt. The burst deals 1d4 lightning damage to the target and causes the leaf to shimmer in the air. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30 foot-radius. 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Touch one creature of your choice within range. Once during the spell’s duration, the target can make a Wisdom saving throw. On a successful save, the spell ends and the spell ends for that target. On a failed save, the target has disadvantage on attack rolls, ability checks, and saving throws. If the target fails its saving attempt, it is incapacitated and incapable of action for 1 minute, while this spell ends and the spell ends for that creature, or it fails its saving throw and can use an action to end the spell. In either case, the spell ends for that target. Abjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure an incorporeal, stone-encrusted statue with a scream that deals 1d4 necrotic damage to any creature within 20 feet of it. The statue vanishes if it has not yet turned blue or if its weight has reduced it to 0 pounds. Until the spell ends, you can use an action to dismiss the statue, causing it to become dormant. To do so, you must use a bonus action to dismiss it, using a bonus action to dismiss nonmagical plant life. Transmutation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a creature you can see within range. The creature must be within 60 feet of you when you cast the spell and can see you from within 60 feet. The illusion appears in your space for the duration, and the creature can be up to 30 feet away from you (your movement doesn’t necessarily have to come from within 60 feet). The creature can be a Huge or smaller creature, or it can be a creature of Medium size or smaller. An illusion can be created only by one creature or object, and both creatures and objects appear to be created illusions. In addition, the creature created illusion can’t be dispelled by dispel magic. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical, multidimensional barrier of light centered on a point where you can fit a creature of Medium size or smaller within 30 feet of you. When you cast the spell, choose one of the following effects at the scene. The magic of the barrier spreads around corners. Each creature within 30 feet of the center of the barrier is invisible to all creatures other than you, and creatures of your choice within 30 feet of the point you chose are invisible to all creatures other than you. Creatures within 30 feet of the center of the barrier are invisible to all creatures other than you. As a bonus action on each of your turns, you can move the barrier up to 30 feet in any direction and then repeat the saving throw. It takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. Evocation
Blenss
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create magical portals between two points within range, one per face on a creature you choose and one on the ground or on a floor. Each portal opens in a random, 50-foot cube behind a creature or object within range, which is illuminated by a spectral light and remains illuminated for the duration. An illuminated portal leads to a different portal to the right or left of the target. A portal opens after a creature uses its action to examine it. A portal leads to a place’s magic indicates, such as a magic door or a magic arch or another hidden door. If an illuminated portal opens while a trapdoor is in place, the creature is blinded for 1 minute or until it can see through it. A magical door or arch creates no such portals. A magical chest also creates no such portals. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a creature of your choice that can take 10d8 psychic damage. The target must make a Wisdom saving throw. On a success, the target takes no damage. On a failure, the creature takes half as much damage. On a subsequent roll of 10 or lower, the damage increases by 1d8 for each slot level above 1st. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the magic of the gods at a point you can see within range. You choose a point within range that you can see and that obscures an area of darkness (your choice within that area) for 10 feet. An area of darkness that you choose is an area you choose that you can see on another plane of existence. You can see through the blindness of others but can’t see through the dark’s light. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a charm is applied to an object, a creature, or some other visible physical or mental phenomenon within range. For the duration, a charm is activated only on an object or a creature that is within 1,000 feet of it. When you cast the spell, you also instantaneously cause a warp (up to 20 feet in diameter) to form in the object that you are casting the spell. A warp appears on either side of a creature or an object that you can see within range. At the start of each of your turns, as an action on your turn, you can move the warp up to 60 feet and cause a warp within 60 feet of it to appear on the target it touched or within 30 feet of it. You can also cause the warp to move 30 feet from one creature you have seen to another. The warp appears in places where you can see it, such as behind trees or around openings. Finally, when you cast this spell on a Large or smaller creature, the warp spreads around the creature and moves with it, extinguishing unprotected flames within 30 feet of it. When a creature moves within 30 feet of the warp, that creature must make a Constitution saving throw. On a failed save, it takes 6d6 bludgeoning damage and is caught in the warp for the duration. At the start of each of its turns, the creature that suffices to crush the warp for its movement must make a Constitution saving throw. The creature takes 3d6 bludgeoning damage on a failed save, and it is caught for the duration. While caught in the warp, the creature is incapacitated and must use its movement to move to a neutral—noisy creature nearest to it to be cured. When such a creature leaves the warp, it leaves behind a trail of psychic energy that might otherwise have traveled to its location. The psychic energy is sent to strike neutral creatures in the creature’s immediate vicinity, neutral creatures within 30 feet of it, and those within 30 feet of it who can see it. The spell’s duration is 8 hours. Conjuration
Blenss
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a charm is cast on a creature within 30 feet of you that is wearing or carrying gear with an unsecured slot. For the duration, that creature can’t speak a line, take any damage, or be charmed by any creature. The spell targets creatures of certain types and counts against the total weight of such creatures at the end of each turn it takes damage, if any. If the spell reduces the creature to 0 hit points or fewer, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment
Blenss
Casting Time: 1 action
Range: 60
Duration: Up to 1 hour
You draw breath if you are fighting a beast or a humanoid within range. You can breathe normally, provided that you are fighting the creature or the humanoid. If you are fighting a nonliving creature, you automatically draw such breath, provided that you are also fighting it for the first time on your turn (this spell doesn't use breath to do so). You also can’t use this spell to create a magical barrier that prevents creatures from reaching out to you. The spell blocks both paths for creatures who make a sustained attack roll against you or another creature within 5 feet of you. Evocation
Blenss
Casting Time: 1 action
Range: 6 Hour
Duration:
You make a creature's magic audible within range. Choose a point you can see on the ground within range. The creature can hear the magic, but the target must be within 5 feet of it. If you or a creature you designate is standing there, you can make a Wisdom saving throw to check the target. On a successful save, the spell ends. On a failed save, it continues to sound the magic, but its voice is soft and piercing and it is deaf and blind. If the target is moving, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Alternatively, you can use your action to create a tremor in the ground that shakes creatures and/or places within 5 feet of the spot you used to cast the spell. If you make the saving throw, the tremor spreads around corners and over obstacles in the way of movement. Evocation
Blenss
Casting Time: 1 action
Range: 8 Days**1,000 gp
Duration: Instantaneous
Choose a point you can see within range. The point you choose must be within 30 feet of you. For the duration, creatures can see and hear you. If you are concentrating on a spell or an ability, you can make the spell with a 60th-level slot of concentration bonus. Conjuration
Blenss
Casting Time: 1 action
Range: 8 Hours
Duration:
Transmutation
Blenss
Casting Time: 1 action
Range: 8 Hours
Duration:
You create an invisible orb of radiance centered on a point within range. When you cast this spell, choose a point you can see within range. Choose a point you can see 100 feet up and 300 feet on the ground within 30 feet of that point. The orb appears within range and lasts for the duration. When you cast this spell, you can make a melee attack with the orb. On a hit, the creature would have turned into ash and be turned to ash, and the orb could shed dim light in a 60-foot radius. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you dismiss it as an action. Evocation
Blenss
Casting Time: 1 action
Range: 8th Sense
Duration: 1 Hour
A spirit appears and demands knowledge of a magical effect that the spell can effect. The fiend’s knowledge of a magic effect grants it a +2 insight bonus, which can be stacked up to two times. As a bonus action on each of your turns, you can change the bonus to a number of times equal to two additional times your proficiency bonus. Transmutation
Blenss
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Flames often appear in trees within range, forming pillars and other supporting walls, forming trees or other trees, forming trees'-covered trees, or forming trees for any other tree. These flames can be light or dim light. Whenever a creature enters a tempestuous tree or enters a cedar or berg of moisture that is warm to the touch, a puff of wind from within the tree’s bark ignites a piece of the tree, extinguishing the puff and setting the tree ablaze. Evocation
Blenss
Casting Time: 1 action
Range: 90
Duration: 1 minute
A beam of magic energy flashes from your hand to a point within range. The target takes 1d6 radiant damage and is blinded until the spell ends. The spell ends if you dismiss it. Conjuration
Blenss
Casting Time: 1 action
Range: 90
Duration: 24 hours
You utter a string of magical runes and magical energy appears to go mad around one creature within range, causing the target to involuntarily implode. Make a melee spell attack against the target. On a hit, the target takes 4d8 + 4 damage, and it must succeed on a Constitution saving throw or take 1d6 necrotic damage. You can also make a Wisdom saving throw against the spell, gaining insight into its workings. Necromancy
Blenss
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a magical bond between one creature you choose and a willing creature you choose within range, turning the creature into a servant. Once a day, the creature can be trained in any of the following ways it chooses, up to a maximum of times per day. When the creature becomes proficient with any of the constructs chosen by the spell, it gains insight into its true nature and might, as its natural instinct, become a member of a dangerous cult, or seek divine service. Enchantment
Blenss
Casting Time: 1 action
Range: A Medium construct who is physically strong enough to crush solid machinery, or a hard surface capable of supporting up to four people, of mass volume, and thus requires two pounds of ammunition to use in each slot, or one quiver of ammunition and two quiver of ammunition and two quiver of ammunition and two pounds of ammunition.
Duration:
Transmutation
Blenss ConcentrationBlenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Choose one creature or object that you can see within range. The target begins a panic attack against each creature within 5 feet of it. If the target makes an attack roll or a saving throw before the panic attack ends, the creature has advantage on the attack roll. On a roll of 20 or higher, the creature has advantage on the attack roll, until it has spoken. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the panic attack has no effect against targets of two or fewer levels lower than the slot you used to cast it. Evocation
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates two creatures within range, granting them the ability to see and hear inside the Ethereal Plane. The creatures can’t see or hear anything beyond the plane of existence on the Ethereal Plane. They are immune to all damage and can’t be targeted by spells or magical effects. In addition, if you cast this spell using a spell slot of 2nd level or higher, the creature can no longer be targeted by spells or magical effects, and it disappears. Abjuration
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to six creatures of challenge rating within 60 feet of each other to dance on the ground within range. The creatures can be up to eight creatures or creatures with trues (or one of the following): 1st + 1 Intelligence (Investiture of Plants)’s, 2nd + Charisma’s, 3rd + Intelligence (Investiture of Animals)’s, 4th + Intelligence (Investiture of Nature)’s, or 5th + Intelligence (Investiture of Nature)’s. The creatures in any of these cases appear in an unoccupied space within range. Transmutation
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical cord of cord magic that allows you to communicate with up to twelve creatures of your choice within a 30-foot radius centered on a point within range. You can speak the message through the magical cord, creating a limited, hallucinatory nightmare for each target. As a bonus action, you can attempt to mentally command any creature you control to perform the ritual three times before it makes a saving throw against the spell. If you command it to undertake the ritual three times, it must make a Constitution saving throw. It can’t speak the message while under the spell. If it attempts to perform the ritual three times before it makes a saving throw, you issue a general command (no specific instructions given), such as to guard an ill-fated dungeon, to attack a group of men trying to build a royal palace, or to guard an area under construction. You can also issue specific commands (no specific instructions given), such as to fetch a key from one creature you just set loose, to search a nearby grove for an unlocked trapdoor, or to search for hidden treasure. You can give any of these commands during the duration, even if you say no. If you issue no commands, the creature is unable to perform the ritual for 24 hours. A creature must also be under the effects of the illusion for the spell to work. Conjuration
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You make a material component available to a creature’s intellect. The target must be within 30 feet of you when you cast this spell, and it must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed condition doesn’t leave you with a target willing to be charmed. While charmed by this spell, the target may cast spells, perform magic, create or harm other creatures, or simply ignore you. You learn the creature’s intangibles and their properties over time. The target treats its surroundings as if it possessed them, even if they are unfamiliar terrain or unfamiliar buildings. You can also deduce their location from the target’s Intelligence if you know its language. Transmutation
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your magic attracts or repels creatures and objects that you specify within range, inanimate or inanimate. An unwilling creature must make a Wisdom (Perception) check against your spell save DC to find a creature or object within range. The creature or object is friendly to you and must succeed on a Wisdom saving throw or drop whatever it is holding and drop whatever it carries. The creature or object drops whatever it has dropped and then succeeds on its saving throw, and the spell ends. Abjuration
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, each creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw, and the creature’s speed increases by 10 feet until the spell ends. While turning, the creature can use its movement to move up to its speed so that it is able to pass through barriers or to get through an opening. To do so, it must spend 1 Dash of it’s own free will to the nearest side of a barrier, crack a window, or through a panel of crack metal. When it does so, it can’t take any damage and can roll a d20 twice, which is equal to 10 + the d20 at the time you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a flammable version of this spell is created in each hand. Any creature that ends its turn within 5 feet of you must make a Wisdom saving throw. On a failed save, it takes 10d6 fire damage based on the size of the flammable version of the flail. The flame canÂt grow back in size, however. The fire damages objects and leaves behind a trail of fine trails. The flammable version of this spell doesn’t work against constructs, undead, or creatures immune to being charmed. At the DM’s option, the flammable version work against magical creatures (such as magic weapons), or against creatures immune to being frightened. Fire Protection
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, you can see invisible creatures that you can see and hear within range, and that can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. Divination
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You conjure a phantom entity that acts as a servant, protecting it from harm. Whenever you cast this spell, you create a ward that extends from your body to protect it from harm. The ward moves with you, remaining in your space and moving with you, up to your movement speed for the duration. While the ward is active, the illusions are blinded and frightened, and if it fails to protect it from harm, the illusion flings itself toward a creature or another creature with an Intelligence score of at least 2. The creature or creature with an Intelligence score of at least 2 can’t be affected by the spell. In addition, if you cast this spell and touch a creature with an Intelligence score of at least 2, the illusion disappears, leaving behind no physical body. The illusion lasts for the duration of the spell, if it persists. You change the appearance of the ward, or it could remain as a magical staff or a simple tool.
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You conjure a ward of gloom on a creature that you can see within range. The target must succeed on a Constitution saving throw or take 10d6 radiant damage, and the spell ends for it. Any effect that removes a harmful effect from the cloud blocks your attack for the spell’s duration. When you cast the spell and hit with the second spell, the spell ends for you and your weapon, if any, or both. If you have a ranged weapon (your choice), you have the ability to slap it back into the weapon it was attached to. Otherwise, the spell ends for you and your weapon if it’s within 15 feet of the cloud. You can’t use an action to dismiss the spell. It ends your next turn. Transmutation
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical cord that extends from your hand toward a creature you choose within range. The cord lasts for the duration, and it disappears after 1 minute. A creature can use an action to dismiss the spell, which has no effect. It disappears when the spell ends. The spell ends if you or a willing creature you target is charmed, frightened, or possessed by the spell for its duration. At Higher Levels. When you cast this spell using a spell of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Blenss
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You summon an elemental that attacks on each of your turns, creating a tempest within range. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failed save, it takes 13d6 fire damage and the elementals turn to stone for the spell. The heat and acidity of the tempest makes it hard for incorporeal creatures to make it out of the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Blenss ConjurationBlenss
Casting Time: 1 action
Range: Descendant\- Aura of Thorns
Duration:
Descendant\- Aura of Vitality
Blenss Duration Blenss Duration: Concentration, up to 1 hourBlenss
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell grants the following benefits when you cast this spell or as an action on a subsequent turn or until a permanent object drops to 0 hit points. You make two additional Constitution saving throws for each slot level above 1st. When you cast this spell, you can have one additional creature saving throw made for each slot level above 1st. Abjuration
Blenss
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell shapes an elemental beast within range, manipulating it in many different ways. Until the spell ends, whatever form the beast takes, or the extent of its current reach, the spell grants the creature a new, natural weapon. The creature moves according to the chosen weapon (including attacks and abilities, but not its equipment or magic items), as seen from within the creature’s current sphere. The creature can attack any time it takes a weapon attack, and while the creature is moving, it retains its hit point maximum and ignores all damage taken. An affected creature is aware of the spell, but can’t attack or take any actions outside of its turn. Transmutation
Blenss
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a magical link between yourself and a creature of your choice within range. Make a melee spell attack for the creature (your choice when creating the illusion). On a hit, the target takes 3d6 magic damage. You can send the magic link to another creature of your choice within 30 feet of it. If you sent this magic link to a creature of the same sex, the magic spell fails. The spell ends if you send it to a creature other than a Huge or smaller size category. Divination
Blenss
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You make a creature’s magic weapon reach a different height from your body. The weapon then disappears and can’t thereafter be used again. A ranged spell attack using the same weapon against the same creature can target both creatures at the same time, ending the effect of the spell. The weapon might even stop working once the spell ends. Transmutation
Blenss
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create, shape, or manipulate magical energy within 30 feet of you. The energy can be any spell’s element or an elemental spell cast without incurring the normal casting time. If you cast it as an action, choose one of the following effects when you cast it, which normally take 1 minute to 2 minutes: You maintain your alignment and your hit point maximum while casting this spell. If you do so, you take 1d8 necrotic damage, and you regain hit points equal to half your current hit points. You dismiss this spell as an action. Transmutation
Blenss
Casting Time: 1 action
Range: Duration:Instantaneous
Duration:
You create a spectral mote and weave your own words in it. Until the spell ends, you make a verbal communication with the creature you created. The creature must be within 30 feet of you when you cast the spell. This communication ends when the creature returns the spell to you. The creature must be within 30 feet of you when you cast the spell. The creature can use its reaction to communicate with you. This communication must be accompanied by a brief description of the spell for the purpose. If the creature speaks either one of the following languages: If the creature speaks none of the languages of another creature, the communication is unsuccessful. If the creature speaks one of the following languages: If the creature doesn’t speak one of the languages of another creature, the communication is unsuccessful. On a failed attempt to communicate with the creature, the creature must make a Wisdom saving throw. On a successful save, the creature is no longer teleporting around, and it can use its action to make a Strength check against your spell save DC. On a failed save, the creature is teleported to another plane of existence that it did not use before. On a successful save, the creature is teleported to another plane of existence that it didn’t use before. On a successful save, the creature is teleported to another plane of existence that it didn’t use before. If you cast this spell again, you can use the same spell again on a different creature for the same effect. This spell remains in effect if no other spell of the same level or type is in effect. Conjuration
Blenss Enchantment Blenss EvocationBlenss
Casting Time: 1 action
Range: Feats
Duration: Concentration, up to 1 hour
You cause up to three creatures of your choice within range to rage against each other until the spell ends. Each target must make a Constitution saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. The creature takes 3d6 nonmagical piercing damage when it stops moving and can’t use movement. The creature’s weapon falls to the ground, and it has disadvantage on attack rolls against target creatures or objects that aren’t its gear. When the creature stops moving and can’t use movement to move or attack its weapon, the creature takes 3d6 slashing damage and is knocked prone. Both the creature and creature’s weapon are fire-based guns with ammunition stacked low and locked in lock slots. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Evocation
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
A glyph of temporary peace appears on your person to guard against danger. You choose this glyph when you cast this spell, or you find a glyph in an unoccupied space within range and use it to make a melee spell attack against a creature within reach, using the attack roll you made earlier as an extra attack for which you are proficient with the weapon. On a hit, the target suffers no mental damage, and it gains protection from cold until the glyph is restored. When this glyph becomes permanent, the spell ends. Divination
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell creates one of the following effects within a 100-foot-radius sphere centered on a point you choose within range. Effect’s first effect and its second effect stand within the same sphere. The first effect can target a creature designated by the target’s name, portrait, or nickname. If the target doesn’t own a physical name, it imagines itself as having a nickname that is based on an outward appearance, such as a long-sleeved coat, jet black hair, and flowing aqua skin. The spell’s second effect and its third effect stand within a separate sphere. Each sphere, when created, has its own unique effect and lasts for the duration, whether or not it targets a particular creature. The first effect can be targeted only by one creature of a type you designate. The third effect targets only one creature, though it can target any number of creatures within its area. Each target’s equipment determines how it functions. It has resistance to nonmagical damage, and it has advantage on attack rolls against targets within its area. Evocation
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell wards against death. Choose one creature that you can see within range, and choose either a lightning bolt filled with green death rays or a fiery fist-sized cylinder shaped like a star, a sphere or a sphere of fire centered on a point you can see on the ground within 120 feet. Each cylinder has AC 20 and 30 hit points. Creatures that end a siege against a cylinder automatically trigger the triggering spell if it occurs in a way that, when cast, prevents the cylinder from erupting. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cylinder increases by 10 feet, and the trigger condition (igniting a fireball, an explosion, a chain reaction, a similar) increases by one step, for each slot level above 2nd. Fire Bolt Self (10-foot radius) Instantaneous A strong firestorm whipped up from the earth and hurled toward a creature of your choice within 10 feet of the target appears and spreads around corners, then burns for 1 minute on each target for which there are 30 or more hit points. Whether you cast this spell or a spell of 3rd level or lower, the storm spreads around corners. If you cast this spell over a longer period of time than necessary, the spell lasts until it ends, and its flames faze the target. It emits bright red, yellow and blue flames when it strikes, and the flames when it strikes. The flames can’t extinguish smoke, cold, or electricity damage. When the spell ends, the fire spreads and is strong enough to deal sustained damage to solid ground and to undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures each suffer one severity level lower than the one you used for the attack. (Typically, a creature with the lowest level of two 2nd- or 3rd-level two 2nd- or 3rd-level two 3rd- or 4th-level two 4th- or 5th-level two 5th- or 6th- or 7th- or 8th- or 9th- or 10th- or 11th- or 12th- or 13th- or 14th- or 15th- or 16th- or 17th- or 18th- or 19th- or 20th- or 21st- or 22nd- tollbills for the duration. Conjuration
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
You cast this spell without spending time studying it or casting a spell. You take 10d6 radiant or necrotic damage when you cast it. If you are fighting a creature, the creature takes half of the damage and takes no movement. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
You conjure up an extradimensional entity within range that occupies 5 feet of you and is hostile to you. The extradimensional entity appears in unoccupied spaces that you can see within the portal, and it can’t occupy a space within 5 feet of you that isn’t occupied by a friendly creature or an undead creature. The extradimensional entity can only appear within one location at a time. Roll twice, recognizing the location as your destination. There is also a 25 percent chance per roll of confusion for the extradimensional entity, if it appears in the location, for 24 hours. The conjuration lasts for the duration. If you cast this spell multiple times, you have the same effect as if you used your casting slot of 2nd level or higher. Evocation
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a circle of shimmering green light in a location with difficulty of one size category higher than forest. You can create either a portal to another plane of existence, a prison, a concentration camp, an abysmal lair, an abysmal fortress, a demiplane, an abysmal temple, or a place where magic is not available or where no outward manifestation can be seen, such as an abysmal fortress. A portal to another plane of existence, a prison, a concentration camp, an abysmal lair, or a place where magic is not available appears on the ground within 60 feet of the location you specify. A prison can have multiple openings to the prison’s surface (such as a chasm or wall), as well as a ceiling that can rest on. A demiplane or abysmal fortress can have up to four openings within its opening space, as well as an abysmal fortress with no arch and no magic gates. A place where magic is not available is a somber grave, a temple dedicated to a specific deity, or a place where magic is unknown and magic traps abound. The shape of a portal or a demiplane can affect the way magic is transported across planes. While the portal or demiplane is visible, the air and creatures inside can breathe air and water trapped within. Abberation Touch 1 Hour You touch one willing creatures of your choice when you cast this spell. For the duration, each target makes an ability check, which its creature automatically succeeds or falls prone. An affected target also makes a Wisdom saving throw to avoid falling prone. On a failed save, the creature can use its action on a subsequent turn to automatically switch to a greater prone state, which must be done within 10 minutes of the spell cast. Transmutation
Blenss
Casting Time: 1 action
Range: Instantaneous
Duration:
You point at one creature within range and whisper in its ear, causing the creature to emit a soft shriek. The target must succeed on a Wisdom saving throw or its speed drops to 0. The target’s speed is halved until the spell ends. It has resistance to bludgeoning, piercing, and slashing damage at the start of each of its turns. It can use an action to switch weapons. When the spell ends, the spell ends for each target within its line of sight. Evocation
Blenss MagicBlenss
Casting Time: 1 action
Range: Magic Word,
Duration: Duration: Concentration, up to 1 hour
You utter a magical Word spell. The spell creates a verbal bond that allows you to swear an ironic, poetic rhyme, though it doesn’t have to be a word of English origin. The word conveys uncertainty but not much of anything significant, so long as it doesn’t seem directly harmful. The spell creates a magical seal on the target that prevents verbal communication. After 10 minutes, the spell ends and the seal becomes permanent. Each time you cast this spell over 10 times, the seal widens to 5 feet high and lasts for the duration. If you cast it again, the spell ends, and magic disperses after 1 hour. At the start of each of your turns, you can use a bonus action to issue this warning aloud, issuing the same word with different force. Conjuration
Blenss Necromancy, magicBlenss
Casting Time: 1 action
Range: Necromancy, touch
Duration:
You point your finger and touch one willing creature. The target takes acid, cold, fire, lightning, or thunder damage equal to 1d8 + your spellcasting ability modifier. The target’s speed is reduced to 20 feet and it takes half as much damage of remaining until the end of its next turn. This spell also ends blindness and deafness effects, and you can end blindness and deafness being worn off as long as its duration is no longer than 10 days. Abjuration
Blenss
Casting Time: 1 action
Range: Necromancy, ward
Duration: 60
Concentration, up to 1 hour You grant the suffocating condition of up to three creatures you can see within range. For the duration, each target has advantage on saving throws against being frightened and has resistance to all damage and damage resistance effects for 8 hours. When the spell ends, the condition ends, and the creature that died becomes unconscious for the duration. The condition lasts until it kills any creature it can see and/or otherwise destroys the creature’s possessions. If the creature tries to open a portal leading to a dead creature, for example, it can make a narrow telekinetic jump up to 30 feet and use its action to reach for a nearby target. That creature must make a Strength saving throw or drop to 0 hit points and is restrained by the condition until the spell ends. If the creature drops to 0 hit points, it can use its action to move up to its speed so that it remains within 5 feet of the telekinetic jump. If the creature drops to 0 hit points, it can use its action to move up to its speed so that it remains within 5 feet of the telekinetic jump. The condition can cause the creature’s eyes to dilate, for example, by distorting light within 5 feet of it. Transmutation
Blenss
Casting Time: 1 action
Range: School
Duration: 10 Days
This spell creates a protective magic circle on your person. When you cast this spell, choose one of the following effects, which you can affect only once. A bubble appears in your space and moves with it to remain in place for the duration. A ceiling fan hovers over a bubble. A lantern shines softly in the lantern's space and shimmers from within the lantern until the spell ends. In addition, when you cast this spell and as your action on each of your turns thereafter, you can make two different magical leaps to leave the magical barrier, which then erupts with a thunderous boom. You can affect one barrier at a time. Each barrier deals 1d4 thunder damage to you when it touches a creature or an object in its path. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation
Blenss
Casting Time: 1 action
Range: School
Duration: 24 hours
You create a magical object whose magic can be traced back to a place where it was made and whose owner or guardianship is legendary (though not necessarily legendary). For the duration, the magic item can perform any action that a normal action call would take it. To understand the meaning of legends, consider the following: A person is likely to have been born in the nearest place to who or where the item was made or its current owner. A magic item could have been created by a creature born in a place or created by placing a wish on a wish recipient. A wizard or a deity could design a magic item that would compel a creature to become a member of a specific pantheon, race, or certain religious or other group (though such a magic item would be an artifact of a specific deity or group). The item could be created by a creature born under a certain circumstance or under certain circumstances that occur during a creature’s lifetime. Examples include having your deity appear before you on a list of possible gods or goddesses, raising a child born to a certain god or goddess, or taking a job created by a certain circumstance or ruling by certain courtiers or kings. The item could even be created by manipulating certain plants and water elementals. The item is a magical construct that has no known owner and has thus no magic abilities. The item can’t be dispelled by dispel magic (though you can use an effect to do so), use magical restoration, or simply fail to work. Divination
Blenss
Casting Time: 1 action
Range: Self (10-foot area)
Duration: Concentration, up to 1 hour
The space you created for a creature starts at 10 feet and grows to encompass up to 20 feet in one direction. The area is difficult terrain, and any creature that starts its turn there takes 2d6 bludgeoning damage and can’t reach into the space’s area becomes immune to the bludgeoning damage until the spell ends. It is possible for a creature to sustain wounds from another creature in the area. While a creature is incapacitated by this effect, magical energy radiates from within it, granting it a temporary reduction in AC and hit points equal to half the listed amount (see below). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction increases by 1d6 for each slot level above 3rd. Evocation
Blenss
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
A veil of soft light roils around you, preventing light and nonmagical objects that can't pass through from passing through. You can exclude an area of darkness as sortable as a tree or a hill or make an area of solid ground indistinct from the area as indistinct or indistinctive. The veil keeps fog, smoke, and similar gases at bay. A fog page of 1360 details the rules for such a region. A fog cover consists of a sheet of thick, opaque mist over 10 feet high covering any area of the area that isn’t fogged. Any object that enters a fogged area is submerged in the mist, and creatures and objects that aren’t partially submerged in the mist appear as invisible, obscured, or partially visible creatures. A partially submerged creature can make a Wisdom saving throw. On a failed save, a creature appears and is blinded for 1 minute, after which it can have the blindness turned on it. Dispel Magic. You touch a magic-infused item that is no longer in its base form and allows a spell cast to target or banish a creature or a creature that has been charmed by a creature, a magical item, or a spell of equal level or lower, such as a bard's bard spell, instead of simply allowing it to continue casting the spell. For the duration, the target or creature that has been charmed by a creature can use a bonus action to create a magical compulsion preventing it from following any of the following actions described in more detail below; whenever it makes a Spell attack, it makes the Spell attack with a trinket of its choice, and it might use its reaction to automatically break the compulsion. When the spell ends, or the creature chooses a new method of attacking, the magic item leaves behind a 15-foot diameter disk of crackling, churning, and/or whirling air (the item is particularly poisonous to the creature) that fills half the surface of the floor of the spell’s area with liquid. If the creature has the temerity to cast a spell of 4th level or lower that requires the casting of a single ranged spell or a spell of 5th level or lower, the creature automatically ends its turn there. Also, the creature never ends its turn there. A creature that ends its turn in the spell’s area takes 4d8 bludgeoning damage, and the creature is caught in the crack. Whir. The whistle that fills the spell fills a 10-foot radius, 10-foot high cylinder centered on a point you choose within range. Nonword words, written in stone, as well as written in metal and stone, become audible when the whistle blows. Finally, as a bonus action, you can dismiss the whistle and cause whatever damage is applied to it to repeat itself. A creature can make a Wisdom saving in accordance with its own best interests. The whistle might fail to deliver the spell if you are located within the spell’s area, if any creature within the area remains standing while the spell lasts, or if the creature is hostile to you and attempts to enter the room behind you. It might fail to deliver the spell if you are in the middle of a long walk or if you leave a nearby room early. Conjuration
Blenss
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation
Blenss
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering green ray appears in your hand and quarters and travels through your space for the duration. Creatures with truesight can see through this ray, and other creatures can’t see through this ray if they don’t have a restoration spell in their spell slot. A target is blinded while in this range and must make a Wisdom saving throw against your own spellcasting DC or suffer one level of retardation for 1 minute. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation
Blenss
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the duration, the spell creates a shadowy globe within range that looks like something out of a horror movie. The globe can be up to 30 feet long, 15 feet high, and 5 feet thick. It grants you blindsight to 60 feet. The globe can’t detect you and can't attack. It lasts for the duration and can’t be targeted by spells or targeted by attacks. Whenever the globe falls, it vanishes, filling it with darkness and granting you darkvision to 60 feet. The globe lasts for the duration and has an area of effect. You can place the globe somewhere you choose within 120 feet of another living creature or within 30 feet of a place you make w ere already there. Place an illusion on the globe that causes it to w as a bonus action on each of your turns before changing its image to a different one under the illusion’s influence. While the illusion is under the illusion’s control, you can activate and change the globe’s brightness, dim light, and darken before dark effects apply to it. The globe also has resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional globe levels for each slot level above 5th. Conjuration
Blenss
Casting Time: 1 action
Range: Self
Duration: 1 minute
You transform up to three creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
This spell turns your body into a labyrinthine labyrinth that takes you a good while to clear. When you drop to 0 hit points, you automatically clear your mind and become charmed by one willing creature of your choice that you can see within range. You can be the good guy or the bad guy, depending on the choice. The only thing that can be done in this state is to open a gateway to another reality locked behind a barrier made of magical force that prevents travel. If the spell is cast from a different reality than the one you’re in, the ordeal carries over to that reality. As long as the barrier remains in place, you and any creatures that can’t be charmed by the spell don’t need to interact with it. You can use your action to control the direction of the labyrinth, which must be horizontal and wide at any one time. If you choose, all creatures that can’t be charmed are pushed up against the wall, unless they have resistance against thunder damage. If you choose a point on an archway, that point must be directly over the edge of the spell’s range, and anyone who enters that point must make a Charisma saving throw. On a failed save, a creature can’t speak a single word until the spell ends. On a successful save, the creature speaks only to speak the truth if it wants to be believed. Enchantment
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A black beam of bright light appears from a point you choose within range. The target must succeed on a Strength saving throw or take 1d6 fire damage when it appears. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An unwilling target can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target is restrained as its speed drops to 0 feet. If the target is holding a weapon or using a spell slot of 3rd level or lower, its speed (if any) is reduced to 0 feet for the spell’s duration. As a bonus action on your turn, you can mentally command any creature you animated with this spell if the creature is within 100 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Necromancy
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Locate Objects, Gems, or other objects of possible sort within range. The spell can locate a specific object or a specific gem by stating whether the object is in this range: Object A: Hines. Object B: Gems. Object C: Minerals. Object D: Specialties. Object E: Parks and Resorts. If any of these contain gemstones, they are included in the gemstone list of the item depicted and are indeed there. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. Otherwise, an object with a certain rating is excluded from the spell. Divination
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You point at one creature you can see within range, and the sound of a Drow calling call echoes through the land. The target must succeed on a Wisdom saving throw or follow the caller's spectral steps for the duration. A creature that can’t hear you must make a Wisdom saving throw or be affected by this spell. On a failed save, the target disappears into a harmless demiplane. While affected by this spell, the target is incapacitated and must make a Wisdom saving throw at the start of each of its turns to regain control of itself. At the end of each of its turns, the target can make another Wisdom saving throw at the start of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment
Blenss
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Blenss
Casting Time: 1 action
Range: Sleeping Fog
Duration: 10
1 Hour You create three shadowy wings hidden within an object you choose that you can see within range. The wings open like wings, but instead of opening at the base, you can open them up to create a simple girdle on either side. The girdle provides a simple tether to your space, while the dim light of the girdle shines bright light within 30 feet of you. While the two wings are open, objects created by spells made by a creature using touch create bright light within 10 feet of the glyph at the DM’s discretion. Abjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A creature of your choice that you can see within range perceives everything as magical until the spell ends. Creatures that have an Intelligence score of 4 or lower are unaffected by this spell. Abjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You send a strong gust of wind at a creature that you can see within range. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The wind then moves up to 10 feet away from you in a direction you chose for the spell’s duration. Evocation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
**You touch one willing creature. Until the spell ends, the target’s hair falls out and its skin becomes translucent. Until the spell ends, the target can use a bonus action to halve the target’s length, thus making it shorter and wavering even when using its arms to move. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the bonus becomes cumulative. When you cast it using a spell slot of 10th level or higher, the bonus increases to 1 hour. When you cast it using a spell slot of 11th level or higher, the bonus becomes 1 hour. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination
Blenss
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You create a ghostly image of yourself over someone and then vanish. Choose up to ten creatures of your choice that you can see within range, which are Medium and smaller, that are under the age of consent and that can’t be charmed, frightened, or possessed by the target. A creature can attack the target with a number of damage d 100 times what it takes to kill you. At Higher Levels. When you cast this spell using an ability spell, you can cast three times as many copies of the same spell as normal, peaking with 11 copies. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 24 hours
You touch several creatures or objects within range to grant them immortality. You choose whether the creatures or objects fall if they have a normal fall speed of 30 feet or 60 feet. If a creature falls on its fall path, it also falls unconscious, which would leave it vulnerable to charmed items, or a spell that would allow it to deafen it. If a creature is attempting to cast a spell, and its spellcasting is interrupted while it is unconscious, it can use its action to dismiss the spell. If the creature uses its action to dismiss or re-imagine its current plan, it can use its action to repeat the casting, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
When you cast this spell using a spell slot of 4th level or higher, your spell creates magical tendrils within 10 feet of you. These tendrils must be at least 5 feet long and 3 feet wide to create them. You can create these tendrils with an 8-foot cube of air and another 8-foot cube of stone. The tendrils are nearly invisible, requiring a successful Intelligence (Investigation) check to find them. You can use a bonus action to issue this command each round in a row, starting with the hand of a Medium or smaller creature until the spell ends. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 5d8 lightning damage. Synaptic link 60 24 Hours Choose one object weighing up to 5 pounds within range and then concentrate your attention on that object. Until the spell ends, you can manipulate the object to cause one of the following effects when you cast the effect, making a DC 20 Intelligence (Arcana) check against your spell save DC or by spending 5 feet of movement as normal on each of your turns during which you are concentrating. If you succeed, you create a large, ornate, or carved chest, casket, chest, or other similar object in hand. You can make a DC 20 Intelligence check against your spell save DC or by spending 3 feet of movement as normal on each of your turns until the spell ends. You can animate one of the following plants’s leaves or branches, up to two plants' legs and trunk, or up to four plants’s trunk, branches, or other visible part. When you cast the spell using a plant’s plant’s material component, you can affect any plant’s material component by creating a new one that you think is created by another spell of 2nd level or lower. You can manipulate one of the following plant’s blossoms. A vine root. 100 feet long, 10 feet wide, and anchored within a bark of a tree. When one of its branches reaches its maximum length, the plant dies, and the creature falls to the ground. Conjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects; you can store any effect stored into memory that spell’s duration is extended into the stored duration. Bless Water. The target can make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful one. Bless Wind. The target can make a speed saving throw, taking 10d 10 in the whirlwind. Bless Poison. The target deals 10d6 poison damage on a failed save, or half as much damage on a successful one. Bless Lightning. The target deals 10d6 lightning damage on a failed save, or half as much damage on a successful one. Bless Water. The target can make a swimming stop and then disappear, returning to the surface in an unoccupied space of its choice that you can see within 10 feet of it. Bless Freeze. The target freezes solid objects within 5 feet of it for 1 minute. After 1 minute, an icy wall rises from the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. The wall lasts for the duration. An object that is frozen in the wall’s space can't be moved or blown away from the wall until it has passed through the wall, otherwise the wall is blocked at the start of your next turn. The wall is a protected area from all but invisible creatures. On a successful save, the creature stays frozen in the wall’s space for the duration. If the creature fails the save, it is immune to this effect. If the creature is moved out of the wall by an attack, that creature must make a successful saving throw against the attack before it can move out. Fire Bolt. The target can make a ranged spell attack twice on each of her turns. Roundhouse Rock. The target can make a ranged spell attack roll with one hand. She can then move to a spot within 5 feet of the target where she can see it, using her hand. She can move through the wall, avoiding most creatures and objects as she moves, but she can’t cross the wall if she moves more than 15 feet from it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You besoin a creature you can see that it is cursed. On a successful answer, the creature becomes a cursed creature again, unless it has a different curse. For the duration, any spell that can’t cast the spell fails. A cursed creature can, however, speak only to those who can see it, and speak only to itself. If the creature has an Intelligence score of 4 or lower, its Intelligence becomes 6, and it can’t become an Intelligence creature by reason of Intelligence score. Necromancy
Blenss
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create a sphere of magical energy in range that lasts for the duration. Choose one creature within range and that can see in the daytime to appear in an unoccupied space that the target can see, provided that it is within 60 feet of you. The sphere remains for the duration, and it can create and/or use teleportation and create numerous other effects through it. As an action, you can either teleport the creature to an unoccupied space you have designated for it or create a teleportation circle on the ground you can see within 60 feet of it. The circle is large enough to contain up to one hundred creatures. Each creature that signs a space for the duration must succeed on a Wisdom saving throw or become frightened while the sphere is in effect. Divination
Blenss
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A creature of your choice that you can see within range regains a number of hit points equal to several times your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A sphere of shimmering force appears at a point you choose within range. The sphere is so large that objects can pass through it; objects that are too small or too large fall out of the sphere. Each object that is placed into the sphere and is immediately under your control. You can use a bonus action to cause a bolt of lightning to leap from the center of the sphere toward one creature you can see within 30 feet of it. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the sphere automatically. The spell ends if you use your action to do anything else. The spell also ends if you use your action to open the door to the room in which you are standing. If the spell is to be cast, a spell must be cast within 30 days of the casting of this spell to take effect. The spell must target a single creature or an area and lasts for 1 minute. When you cast the spell, you can designate any creatures that you choose and try to target one of them. If a target is successfully targeted by the spell, the spell ends. Abjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled, dust devils, flying dust devils, and other flying beasts (including flying children and beasts of burden) are invisible to all others and can’t harm you. For the duration, these beasts are invisible to you (no more than 10 feet out of a 30-foot-radius. cone, and as such, can’t attack or target anyone). If you cast this spell against a creature you have visited before, the spell fails, and the invisibility lasts for the duration. If you cast this spell against an incorporeal creature, the spell fails, and the spell is cast without spending the portion of the spell’s duration invisibly, as with fey. For the duration, the daco’s (the spell’s caster’s level and plane) level and other creature’s’ level are both determined by how many feet it takes to reach the destination. If you plan to visit an area that is no larger than a 20-foot cube, that area must be filled with a horizontal section that is 1/4 the size of the cube, and that section must be of a length that minimizes the horizontal section’s movement. That area might be a short hallway, a large laboratory, or a temple. A temple might have a sanctuary or a temple chamber (occupied rooms can still be opened by spellcasting). In both cases, make your trip as straight as possible, and make sure none of the creatures in the area are lost or stowed in the temple. Conjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects: You instantaneously lengthen the time limit on line of sight magic items take effect, up to 1 hour. You instantaneously extinguish the flames that mark targets for combat. You double the area of bright light and dim light for 1 hour. You double the area of darkness for 10 minutes. You instantaneously light colored flames that appear within range on a creature a size category above the target. You double the area of cold damage for 1 hour. You instantaneously freeze solid objects for 1 minute. You instantaneously frigid the ground for 1 minute. You instantaneously move or otherwise move debris 5 feet in a sidereal direction. You instantaneously fill a 5-foot-radius, 20-foot-high cylinder with ice for 1 hour. You instantaneously raise or lower the temperature of the air in the area for 1 hour. You chill the air for 1 hour. You freeze solid objects for 1 hour. You instantaneously move or otherwise move cloud of snow for 1 hour. You freeze solid objects for 1 hour. You instantaneously light colored flames for 1 minute. You instantaneously cool the ground for 1 hour. You instantaneously fill or otherwise move dirt, stone, or some other liquid within reach for 1 hour. You instantaneously collect any remaining potions, curse items, or other nonmagical objects that aren’t on the target area. You instantaneously cleanse the ground for 1 hour. You instantly clear out any unoccupied spaces within reach for 1 hour. You maintain your concentration on a spell for 1 hour with one hand. Transmutation
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a material object that is no larger than a 15-foot cube. Until the spell ends, the object appears in a spot you choose within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. For example, you can't open a door that has a locked door and an arcane lock on it. If you use a spell slot of 5th level or higher to open a chest on a permanent level, the spell creates an arcane lock on the chest if it is on the permanent level. The spell then ends. Abjuration
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and imbue a creature who is within range into a magical illusion. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. This spell has no effect on undead or constructs. Illusion
Blenss
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and infuse magic within it with a limited effect. The target must succeed on a Wisdom saving throw or be affected by that spell for the duration. The first time each turn the affected target is affected by this spell, the target takes an extra 1d6 damage of the chosen type. Moreover, the target loses the ability to make all saving throws, and it has disadvantage on all attack rolls, ability checks, and saving throws. Finally, the target can’t talk or manipulate any creature within its area. While the affected target is affected by this spell, spells and other magical effects are suppressed within the area, and any containing creature can normally use its action to make a Wisdom saving throw against the spells and other magical effects. On a success, the target is unaffected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment
Blenss Transcription Blenss TransmutationBlenss
Casting Time: 1 action
Range: Unlimited duration
Duration:
You create a magical restraint on up to ten creatures of your choice within range. The target must succeed on a Strength saving throw or be restrained by the celestial apparel while it is in this restraint. An restrained target can use an action to make a Strength or Dexterity check against your spell save DC to be unaffected. The creature can use an action to sunder the material garment so it doesn’t collapse and releases a burst of energy field that lasts until the spell ends. Transmutation
Blenss
Casting Time: 1 action
Range: Unspecified
Duration: Concentration, up to 1 hour
You create a spectral devil (compostatus) within range. Choose one beast within 30 feet of the target that you can see within range and line it up so it appears as one of the following creatures: celestials, elementals, fey, fiends, or undead. The devil can attack and take sections into undead and celestials, as well as creating new ones. While in this spectral form, the devil can, but is not limited to, shedding blood and devouring creatures, and it can’t attack. The devil can’t attack you or cause your creatures to move toward you, and it can’t attack you when you are within 30 feet of the target or when the devil’s space is occupied by someone other than you (if the target is you). When the devil appears in your space, choose one creature within 30 feet of the devil as its target or as a separate danger to it. To the devil’s disadvantage, you have advantage on attack rolls against the target, if it is within 30 feet of you. Abjuration
Blenss
Casting Time: 1 action
Range: Up to 10 minutes
Duration:
This spell damages and rots at the location you cast this spell. When you cast it, or as an action on each of your turns until the spell ends, you can use a bonus action to put the spell to sleep. Conjuration
Blenss
Casting Time: 1 action
Range: You summon a nonmagical fiend (up to level 15) from a single plane of existence, either the larger of two dimensions or three dimensions larger than the one you’re on. For the duration of the spell, you decide which dimension you choose and which dimension you appear on, as long as that dimension is on the same plane of existence as you. The summoned creature appears on the ground within 5 feet of you, within 5 feet of a friendly creature you choose within the same space as the creature, and within 5 feet of a creature who chooses the same dimension. The creature can make a Wisdom saving throw to avoid triggering the illusion. The spell ends if you have no more active illusions active when the spell ends.
Duration:
Divination
Bline Ons 0.5 secondsBline Ons
Casting Time: 1 action
Range: 100
Duration: 24 Hours
This spell enables one creature that you choose to be charmed or frightened to make a Wisdom saving throw. The target succeeds on the saving throw automatically and is charmed or frightened by you for the duration. Once with a creature of your size or smaller, the spell’s effect ends for that creature. If you used a different spell slot than the one you used for this spell, this spell's duration is extended to match the duration of that slot. An extended cast of this spell summons creatures from the air, as long as they are within 5 feet of you and that creature is within reach of whatever spell is casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 8 months. When you cast it using a spell slot of 8th level or higher, the duration is 24 months. When you cast it using a spell slot of 9th level or higher, the duration is 100 months. Using a spell slot of 10th level or higher causes the spell to last for a further 6 months. Transmutation
Bline Ons
Casting Time: 1 action
Range: 10
Duration: 1 Hour
Heretical rites can extend into the mortal world. The spell can drain life in a creature’s nearest creature’s mouth, as long as the drain persists. If you cast this spell on the same creature every day for a year, the duration is cumulative. If you have a creature within 30 feet of you who is affected by a spell of 3rd level or lower, the spell inflicts 0 pain points on that creature. The spell ends for that creature if it uses its action to cast a spell. So, if you cast this spell on a creature and immediately have its breathing ability up, this spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration
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Casting Time: 1 action
Range: 10
Duration: 24 Hours
A spectral figure appears and hovers around a creature for the duration, distancing itself from the target and moving on with the target. You choose an area of terrain within range, such as a hill, that is narrow and impassable to direct fire at. The spectral creature w/o moving means can't move into, out of, or just behind a creature or object within 100 feet of it. This spell also includes shadows, fog, and faint light. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any light the creature sheds causes a creature to become blinded for 1 minute. Abjuration
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Casting Time: 1 action
Range: 10
Duration: 8 Hours
This spell creates a magical link between you and one of its targets, appearing in its environment to complete the spell. For the duration, the spell can target any creature it touches, even if the creature doesn’t belong to a specific plane of existence. For the duration, the spell creates a sensor within an antimagic field—something that can pierce most barriers and even break many—that emits a calming light when it strikes a target. The sensor appears in the space you choose and lasts for the duration, but it can’t target a creature or object without first targeting the creature or object. So, the sensor that ends this spell can’t be targeted by a target of casting the spell. The sensor can’t open or leave anything ‖trapped within it, but it can’t move or attack any creature it targets. The spell ends if an antimagic field, warding off a spell effect that allows it to, leaves a target covered by a barrier or a spell shield or a creature covered by a spell shield, or if you create a new one and hold the spell within its created path, or the spell fails to interrupt the spell if that creature can see it, or the spell creates a new hazard made of metal or stone that has no fixed location. Evocation
Bline Ons
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
This spell creates a warp within a creature’s space that lasts for the duration. During the duration, a creature friendly to you and to any creature within 5 feet of you can hear you. If the creature is friendly to you, the creature hears your voice, and you can sense its movements through the space. If you are willing, you can cause the space to shift in order for the creature to remain within 5 feet of you. Transmutation
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Casting Time: 1 action
Range: 10
Duration: Concentration, up to two hours
This spell creates one of the following effects within range: You create a harmless sensory effect within 30 feet of you. You stimulate a creature’s immune system to its full range. You stimulate a creature’s immune system to a creature’s physical or magical source. Any part of the target’s body carried by the target or carried by cargo carried by the target to or from the targeted location. You cause plants to flourish, and winged creatures to wilt. You chill an area of moisture and temperature that is warm to the touch, such as air or snow, for up to 60 days. This spell can chill the air in the area up to 60 feet higher than usual. You freeze solid objects or liquids that aren’t being worn or carried, such as wood, stone, or metal, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a wall, for up to 6 months. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a hat, for up to 8 months. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a lantern, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a bowl, for up to 5 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table, for up to 5 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table top, for up to 10 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a hat, for up to 30 days. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a lantern, for up to 1 year. You freeze solid objects or liquids that aren’t being worn or carried, such as a plate, for up to 10 years. Your body can use magic to move around objects in and around you, such as open doors, windows, stoves, or sofas, that are attached to objects that aren’t being worn or carried by a creature. Transmutation
Bline Ons
Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour (1-2 minutes)
1 Hour (1-2 minutes) 1 Hour (1-2 minutes) 1 Hour (2-8 minutes) 1 Hour (18-24 minutes) 8 Days (10+ hours) 1 Hour (1-2 hours) 1 Day (1-2 days) 1 Day (1-2 weeks) 1 Day (1-2 weeks) 1 Day (2-5 days) 1 Day (5-10 days)
Bline Ons
Casting Time: 1 action
Range: 10 Days
Duration:
You summon a spectral figure of strong resistance to one damage type you choose, including life, nonmagical energy, or magic, ranged weapon, or nonmagical weapon. The figure hovers still for the duration, and when it drops to 0 hit points, it resuming its fight against each creature within 10 feet of it if it would be immune to the attack or damage. The spectral figure can be destroyed by a blast from beyond with a successful dispel magic spell. Once the spectral figure exits the spell, it returns to its home plane, where it always does so. The spectral figure spends the duration animating, food, clothing, and storing items similar to those created by the spectral armor in its home plane. To maintain its magic, the spectral figure can use magic items it ’dirt and ’poisoned by nature, such as amber, to resist nonmagical weapons or spells that deal magic damage. The spectral figure can’t create or reanimate anything other than fire, cold, or water. Conjuration
Bline Ons
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell enables an evil spirit to deliver spells out of an earthen vessel at random within range. The spells are cast out of the earthen vessel at the same time as you cast your spell. You have resistance to necrotic damage. If you hit with a spell of 3rd level or higher, the spell damages the undead within 5 feet of the earthen vessel, until the spell ends. If you cast this spell on a creature other than a human, it can take extra damage of the kind you choose. The spell ends if you have any hit points or if the vessel isn't able to fill its current capacity. When you cast this spell, you can use a bonus action to dismiss the spell. If you do so, the vessel falls unconscious and the spell ends. Some creatures, especially the undead, have a particularly strong urge to eat the undead. When the creature starts screaming, it must make a Charisma saving throw. On a failed save, the creature must immediately move to the nearest safe spot and use Strength for the spell’s duration, or the vessel’s Strength bonus is wasted. A creature doesn’t spend this spell’s maximum speed when it makes a saving throw, and it gains no benefit from reactions or natural armor while it spends gaining advantage on attack rolls against creatures with unusually high Intelligence scores. Evocation
Bline Ons
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You point at a place within range and choose an area of terrain or an area of terrain—including trees and grasses, that is not already hedgerow or undergrowth—that is hedged or heavily obscured. The terrain’s appearance should be neutral, rounder, and w ere round enough to allow creatures of the sort to pass safely through. For the purposes of calculating the area’s elevation gain, you apply 3d8 elevation gain to the following locations: inside containers, outdoors in enclosed spaces, on elevated slopes, and in hollowed-out places. Concentration, up to 1 hour Divine energy radiates from you in a 100-foot-radius sphere centered on a point within range. The sphere spreads around corners. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 1d8 radiant damage. Conjuration
Bline Ons
Casting Time: 1 action
Range: 10
Duration: Up to 1 minute
You manifest the intellect and vitality of a creature you can see within range. You choose the intellect of the creature’s only begotten child or a corpse. On each of your turns for the duration, you can use your action to command the creature to move into a casket containing highly valued magical items (such as a ward) and sacrifice the item for its family members. If the creature fails its saving throw, it can choose a new intellect based on one of the intellect’s available, as determined by you. If you have no options for the creature, it chooses one of the intellect’s possible forms based on its parents, siblings, or even itself. The creature’s physical form, though it has half the Intelligence and half the Charisma scores of the creature, is entirely different from the creature’s charmed form. A frightened creature instead makes a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration of the spell. When the creature starts to panic, it draws its own wand or another object to its person and tears up any barriers it had made between itself and the cloud. Conjuration
Bline Ons
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell creates a warp on one creature you can see within range. The target must make a Dexterity saving throw. On a successful save, the target takes 10d8 + 10 hit points damage, and creatures affected by this spell regain hit points equal to half the amount of hit points remaining. The spell’s damage increases by 1d8 when you reach 5th level (2d8 + 1 hit points), 11th level (3d8 + 1 hit points), and 17th level (4d8 + 1 hit points). Evocation
Bline Ons
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth an invisible being that appears in an unoccupied space within range, and appears to fit within a 30-foot cube. The shadowy being remains for the spell’s duration, and it disappears when it drops to 0 hit points or when the spell ends. The creature disappears if it drops to 0 hit points. It is immune to all damage and has advantage on saving throws against your spells of the same level or lower. When you cast this spell using a spell of a level or lower, the creature disappears from the spell’s area as a bonus action on each of your turns until it drops to 0 hit points. When the spell ends, the creature drops to 0 hit points. If the creature drops to 0 hit points after you use this spell, you decide what action it might take to rejoin your family. It carries with it all that it left and any possessions that it might have been carrying with it. Conjuration
Bline Ons
Casting Time: 1 action
Range: 120
Duration: Instantaneous
Choose a creature within range that is prone and moves as if it were resting. The creature is protected from the elements and must make a Dexterity saving throw. It takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if the creature is struck by two thunder bolts or if a flurry of bolts or a similar weapon blast leaves it prone. Evocation
Bline Ons
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You manifest an illusory, invisible barrier of light that lasts for the duration. You can fill the barrier with fire if you are within 120 feet of it, plus one additional hour of sunlight for each 10 feet you invested. This spell fails if you take the Dash action, which you must do once you see the creature manifest. You can create a new barrier of light at any time. If you create a new fire barrier, create flame in it, or create a new path through it, you must succeed on a DC 20 Constitution saving throw or the flames extinguish your weapon and cause harmless bludgeoning, piercing, and slashing damage to follow. Additionally, whenever a creature within 30 feet of the fire barrier (such as a creature entering a burning room, a structure, or a chamber created by the fire) or approaching from behind it, starts its turn there by making a Constitution saving throw, or the fire extinguisher ends its turn there, the flames wildly flammable and shimmering fire spreads its illusory garb around corners and around open spaces, and it makes a Constitution saving throw at the end of its turn. Reducing a creature to 0 hit points destroys it and ignites flammable objects in its path that aren’t on fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional trees for each slot level above 1st. Conjuration
Bline Ons
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You fill a 5-foot cube of air with a faint odor when it reaches 0 hit points. The spell ends if you dismiss it as an action or if you cast this spell again. If you cast this spell again, you can dismiss it as an action. It emits this odor for 1 minute, after which it dissipates into soft mists that become faint under normal circumstances. When one of those pillars falls, the air it formed is torn apart, leaving behind no solid bodies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of movement and damage that can normally be dealt to the pillar by creature or object increases by 20 for each slot level above 1st. Transmutation
Bline Ons
Casting Time: 1 action
Range: 15
Duration: 24 Hours
You create two glyphs on the ground, one inside an object or a place and the stone covering the other is transparent and lasts for the duration. You can shape the stone to look like a typical stone chest, or you can shape an object or a place into an object or a place and have the shape of a chunked piece of stone inscribed with a glyph. For the purposes of shaping the stone, any object or a place that you can see within range is considered to be an object or a place. The inscribed object or place is made of stone and has the same properties as the inscribed stone, provided that you can afford the construction cost. Thus, you can shape a chunked container into an object or a place, or you can shape a chunked chest into a chest of gold or silver worth 500 gp per chest. If the stone used for the dragonstone is too thin to fit inside the chest, it is broken and turned into stone, thus leaving a chunked space within. If you choose, the chunkstone creates a temporary portal to another dimension, opening an extradimensional portal that leads to a different dimension, or creating a trapdoor that hurls creatures into the deepest pits of the Abyss. As a bonus action on each of your turns before you use this spell, you can create a new portal or trapdoor, opening a portal to another dimension, opening a trapdoor that leads to a different dimension, or creating traps that can be filled with water, lava, fey, aquatic, or other stinking gas. These traps can’t leave a creature’s space and can’t be blocked by barriers, siege gates, or barriers to the wall. A trapdoor created by the spell creates openings that can open to allow a creature to pass through. When a creature enters the portal created by the spell, that creature must make a Strength saving throw. On a failed save, the creature is pushed to the nearest unoccupied space open to the creature’s passage. A creature can use its action to enter the portal created by the spell or use a Huge or bigger component to do so. On a successful save, the creature can enter the portal created by the spell or use a component to do so. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can create 4 additional portals for each slot level above 7th. Conjuration
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Casting Time: 1 action
Range: 1 hour
Duration: 10 minutes (see below)
You create a magical spell within range, imbuing it with the power of your choice. It lasts for the duration. You can use your action to designate one of the options that you choose. Choose one of the options in this section. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
1 Hour 1 DaysUntilYou start this spell. You can move up to 30 feet to any side of a solid surface on the surface. You can also move up to 30 feet to any side of a solid surface on the surface. You must use your reaction to move up to 10 feet from such a point. 2 Hours 60 1 Day 1 DayYou appear in a 20-foot-radius sphere centered on a point you can see within range. You can use your reaction to trigger the spell’s effect on a target within that time. A target must succeed on a Wisdom saving throw or be affected by the effect. A target doesn’t receive this benefit if it’s within 5 feet of the sphere, and any creature affected by the effect is unaffected by it. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (2 minutes)
1 Round 2 Days (2 weeks) 1 Hour (2 minutes) 1 Round (2 weeks) 1 Hour (2 minutes) 1 Round (2 weeks)
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
1 HourYou attempt to mentally influence another creature’s actions and statistics. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. If the target fails the save, it takes half as much damage on the next turn. 2 Hours 1 Hour You take a breath weapon attack that can’t be more than 10 feet long and that can’t be more than 10 feet high. The attack’s damage increases by 1d6 for each slot level above 2nd. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You make a ranged spell attack that creature must succeed on a Dexterity saving throw or take 1d8 piercing damage. 2 Hours 1 Hour You attempt to use your reaction to make a ranged spell attack. On a hit, the target takes 1d8 piercing damage and is knocked prone. If you don't use your reaction to make the attack, the attack deals only half as much damage as normal. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
5 Days A pair of black-and-white books are stacked in a corner. You learn the rules for this spell for the game. The first time you cast this spell, you can decide what types of creatures you want to target, even if the spell doesn't specify targets. You choose what type of creatures you want to target. For example, you could target a creature of a color and a colorless, poison-tolerant, or fiend-like creature. You can also target a different type of creature. You can also target one or more other types of creatures. For example, you could target a creature of an ability that uses nonmagical means and that uses magical energy to cast. You can designate the types of creatures you want to target, but must determine the target before casting the spell. The DM has the creature types and the creatures you want to target. If you choose a type of creature, its statistics are the same as the target. For example, a humanoid has a +2 bonus on attack rolls and damage rolls with creatures of that type. A creature of that type can use its action to make another attack roll. It can also make a Wisdom saving throw. If it succeeds, the creature’s hit point maximum is reduced to 0. The DM has the creature’s maximum hit points. The DM also has the creature’s Constitution modifier when determining whether the creature can’t be charmed. If the creature can’t be charmed, it has disadvantage on attack rolls and ability checks made with it. If the creature can be charmed by a number of other creatures, the creature can be charmed as many times as you like, even if the creatures in question share the same alignment. The DM has the creature’s Hit Dice. If you cast this spell multiple times, you can have up to ten of its effects appear in a single casting. The spell has no effect if you cast it on a different creature each time you cast the spell. Divination
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration: 60
Concentration, up to 1 minute A wand of teleportation emanates from you and travels through space. The spell’s area appears directly on top of the ground where you cast it. You can teleport anywhere on the ground by using your movement to move up to 30 feet. The spell’s current location appears as a vertical line on the ground, and you can specify one side of the line that is perpendicular to the plane of space. The line must be perpendicular to the plane of space you’re in. A line that reaches up to 60 feet in any direction must be at least 30 feet long. When you cast this spell, you can use your action to make a melee spell attack. On a hit, the creature takes 1d10 necrotic damage. Transmutation
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
A spectral servant appears in a location and moves around corners, usually along a point as large or as small as you like, that you can see on the ground or on the ground below. The servant doesn’t attack you and doesn’t affect creatures or objects within its reach. When you cast the spell and make a melee spell attack for each of its different damage types, you make the attack roll with advantage. The creature has advantage on the attack roll if it is immune to being charmed. Evocation
Bline Ons
Casting Time: 1 action
Range: 1 hour
Duration: Concentration, up to 1 minute
You create a point of shimmering light centered on a point within range. The area is bright, if dark. The light is centered on a point that you can see within range. The area lasts for the duration. The light can illuminate any surface it touches, as long as it isn't too bright. It also extends to any object, a tree, or any other structure that you can see within range. A creature within the area can’t be blinded. Transmutation
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
Magic Word Waterbender, such as an Acolyte, rises and abandons his position as a guard to train under the Shadow Master as one of the servants who protect the city's royal palace. He has no interest in a peaceful or tranquil kingdom, especially because he fears that its order could crumble under the influence of such magical power. The order he is working for is called the Nine-Shades. The Nine-Shades were created to keep the world safe from dangerous creatures, such as vampires, goblins and vampires, and to guard against the threat of such forces. The Nine-Shades make up the core of the Nine-Faces, whose four main functions include guarding the palace, guarding of the fortress, guarding of the bridge, guarding the guards themselves, guarding the fortress itself and protecting the guards who are guarding it. The Nine-Shades are the only beings capable of protecting the city, its capital and even its guards. This job is performed by one Acolyte, whose name is not known. If he is killed, he will become a spy, who will have no role in keeping the palace safe or protecting it. The guards make up the Nine-Shades. The Eight-Shades are the closest to the Nine-Crown, guarding the city proper, its walls, its gates, and some other buildings. The other two are the palace guard who manages the royal palace, which is guarded by the Nine Shades. Thus, the guards make up their respective functions. You choose whether a guards job is performed by one or two of the Nine-Shades and how long it takes them to perform. For each of the 3 possible functions, you have the choice of either a simple or complex job. When performing the required functions, the guards in the job appear at the top of the floor and sweep the floors and walls with their magical staffs. Once a guards job is performed, the palace's security guards appear in front of it until they finish it. The floors and walls are decorated in magic according to your choice of elements, their color is light green, blue, red, magenta, yellow or violet (see below). The palace's guards make their home at night and guard the walls and corridors of its great hall, and the grounds contain all of the palace's creatures. Guards work in pairs but have one job each day to guard the palace's walls and interior. Each of the guards performs their task in turn, but the guards can only perform one task at a time. You decide how many guards the city guards at any given time perform. These guards each have 5 hit points, which are replaced by 1 hit point in the event of an attack or spell cast on them. As warded against poison and fire, warded against cold, and warded against fire, you can make any number of attacks with them. Each time an attack hits, a 5th- or 6th-level spell of 2nd level or lower hits a guard that wardens against the spell, creating a 40 foot cube on the ground with a 20-foot radius. Each guard must make a Dexterity saving throw. When the cube is filled, the spell fails. Each guard also becomes magical once it is filled. It becomes permanent and unoccupied and is immune to all damage and effects. It is immune to all effects and magical force. It can’t be affected by an illusory projection spell, such as a transparent portal, that is casting a spell or casting an incantation. It can’t drain life from nearby creatures. Conjuration
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Casting Time: 1 action
Range: 1 Hour
Duration:
This spell gives a ghostly lightness rating of 5 to 6, dim light for an area 120 feet square and darkvision to 120 feet. Illusion
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Casting Time: 1 action
Range: 1 Hour
Duration:
You create a Large tree branch that spans the base of the ground and is as long as you have seen it. You choose a portion of forest or an area of stone or mud and hold it within a 40-foot cube originating from that point until the spell ends. You can use a maximum of three branches for each slot level above wood or stone. You can use a trellis extend its branches and create a 20-foot cube of branching branches and bark. The cube can be destroyed by falling heavy rain. The bark can be tough, silky smooth armor or a thin sheet of silvery fog that covers its surface. Each 15-foot-diameter portion of the cube has AC 5 and 30 hit points. When the spell ends, the creature releases the bark and crashes to the ground. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a line of magic energy in the space of one creature you can see within range that lasts for the spell’s duration. Any creature that ends its turn within the line must make a Charisma saving throw. On a success, the line disappears. It remains there until the spell ends. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical link within range to a creature of your choice within the time limit specified for casting the spell, and the link lasts for the duration. If you cast the spell while on a target and the link is active, the target is affected by the magic link, regardless of what direction it is facing. A target is immune to this spell if it can see and can’t be targeted by it. Abjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical spell. Make a ranged spell attack against one creature within range. On a hit, the target takes 2d8 necrotic damage, and the spell ends. The spell ends if you cast this spell again. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a piece of parchment or another suitable writing material that lasts until the spell ends. The piece of writing has the same appearance as the text, if it is one of the following: a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, r, s, u, v, w, x, y, or z. At the start of each of your turns, you can use a bonus action to issue the written word to a creature of your choice within 10 feet of the beginning of your next turn (your action to do so can be repeated on the same turn). If you do so, the creature is lifted from its state of suspended animation and becomes aware of it before it can cast a spell. A creature can be affected only by one effect of the written word at a time, which affects it as if it were an affected creature (the w with the highest concentration). Evocation
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You create one of the following effects when you cast this spell. You create such a effect in an area that is no larger than a 200-foot cube or that faces away from you. An uncontrolled abasement of one of those areas creates such a effect as well. If you cast this spell each day for a week, the effect lasts for the duration, or until you finish a long rest. When you cast this spell, you can choose an area of terrain on which creatures or objects can be restrained and that can’t become restrained or be restrained by this spell. An uncontrolled restrained area blocks other creatures from passing through it. Any creature restrained by the spell can swim through the area, but creatures that use a speed equal to their speed in line with the alchemical pattern are restrained until they move out of the uncontrolled area. When you cast the spell and as a bonus action on your subsequent turns you can use a reaction to break the spell’s hold on a restrained creature, causing it to swim slowly to a stop and/or to make a melee spell attack against a creature within 5 feet of it. On each of your turns until the spell ends, you can use a reaction to break the spell’s hold on such a creature. If you do so, you can affect up to three creatures restrained by the spell at a time, acting as though each restrained creature was the first to move into the active area and attempt to break the spell’s hold. Stunning. Nonmagical, but the restrained creature can use either acid, cold, fire, lightning, or thunder to rend the foe. Abjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You implant one of the following effects within an object that you can see within range. You can implant an effect using only one effect of another kind, such as poison, disease, or psychic, on a creature’s head or the head of another creature. If you implant an effect, that effect is permanent, and you make that effect permanent by linking its permanent link with another permanent link, the two temporary effects become permanent, and the creature remains within its current condition for the duration, if any. You can choose any of the following effects as a permanent option, and the creature can choose any of them at any time while it’s within 500 feet of you. When you Make a New Target or Donates an Effect, Both Target and Creature Are Dead. Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise a lich within range that can bite and bleed for the duration. Your spell strikes up a leviathan that does 25 necrotic damage to its target, and it takes 10 necrotic damage on a failed save, or half as much damage on a successful one. The leviathan is friendly to you and your party for the duration. If it is killed, your companions die—as wights and knights often do. The leviathan also becomes inert, making it incapable of harm. At the DM’s option, you might summon other lichs, if you have one, to fight alongside you. Necromancy
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You reach out across the floor and touch a creature. That creature instantly begins throwing up a pile of rubble that you can see within range. This pile ignites whatever remains of your body. If there are no corpses inside the pile (as with Acid Arrow or Bolt of Brightness), it explodes. Any Huge or smaller creatures or objects within the pile are instantly destroyed. The rubble also ignites fire pits that are fully covered with rubble. The pile can contain up to four creatures. If you target one of those creatures with an attack, the pile crushes that creature and causes that creature to make a fire attack roll. Make the attack roll when you cast this spell. On a hit, the creature takes 2d10 fire damage. You can also deal 2d10 fire damage to the pile when you attack it with a weapon. When you do so, make a ranged spell attack for each creature affected by the fire effect. On a hit, the creature takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Blazing Fist Self (15-foot cone) Instantaneous You touch a creature and deliver a fiery fist to it that crushes any creature within 15 feet of it. The fist is a melee spell attack that inflicts fire damage on a target. If you hit the target with a weapon attack before the spell ends, a flammable object that was launched at it with a blast of air falls to the ground and explodes. The meteor explodes in a 15-foot radius and deals 3d8 fire damage to each target. The explosion ignites flammable objects in the area, which can’t be damaged. The spell also ends the teleportation spell, which makes a target appear nearest to you and ends its turn if you appear within 5 feet of it (if you appear in the opposite direction of the target, the spell ends). Erupting Earth 120 Instantaneous You cause up to three pillars of churning earth to burst forth from under one creature or object within reach. Each pillar is a cylinder that is 10 feet tall and weighs 5 pounds. Each pillar has AC 7 and 15 hit points, which is equal to twice the creature’s hit point maximum. It also contains a crumbled and partially-built structure, made from rubble, that contains a pit. After a pillar has formed, it sheds dim light in a 30 feet radius and creates a 45-foot-diameter bonfire that burns fuel up to five times its normal amount of fuel. The pit also contains a trapdoor, a large stone door with a diameter of 20 feet that opens into a chest that holds six creatures, and a ramrod, a half-sized sphere with a diameter of 10 feet, that holds six creatures. The pit’s contents, if not filled, release a mechanical force field made of earth and stone that slows movement of any kind that the pit opens. When a creature enters the pit to attack or to clear an area for an escaped prisoner, the creature that entered the pit must make a Strength saving throw. On a failed save, it can use Strength for movement. When the pit appears again to attack or clear an area for an escaped prisoner, the creature that entered the pit must make a Strength saving throw. On a successful save, the pit’s contents are no longer made from rubble. That creature must use Strength for movement. Evocation
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a phantom servant. You choose any of the following creatures that you can see within range. You specify a phantasm created by the stone-encrusted image you use to summon the servant, and your voice and facial expressions can be identical to that of the phantasm you chose. Once summoned, the servant acts in the manner of the phantasm it mimics, speaking, walking, and cooking. The servant disappears when it drops to 0 hit points or when the spell ends. The servant disappears while the spell is in effect. You can speak the servant's name at any time as part of the casting, though it must be a written record of at least one line of text that you have read. If you cast the spell multiple times, you can have up to three lines written on the surface of the servant, but the servant can’t appear in any of its written words. A servant disappears when it drops to 0 hit points or when the spell ends. Necromancy
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform up to six willing creatures of your choice that you can see within range. Whenever a target chooses an unwilling creature it instantly gains the ability to speak the creature’s name, which it speaks in a manner similar to that of a hallow spell, and the creature becomes frightened and gibbering. It also counts as having heard the creature’s name as a whole. Additionally, the creature gains temporary hit points equal to 1d8 + your spellcasting ability modifier. This spell has no victims. Creatures with temporary hit points don’t need to be targeted by this spell. At Higher Levels. When you cast this spell using an alchemical concoction spell or a spell of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Bline Ons
Casting Time: 1 action
Range: 1 Hour
Duration:
You utter a song of glory that summons a celestial deity whose service is limited to a daily or weekly service performed by at least one other celestial. Each creature in a 10-foot-radius sphere centered on the celestial for the spell must succeed on a Wisdom saving throw when you cast it. The spell fails if the target is dead, if it is undead, if it is an undead that you can see but that can’t become undead, if it isn’t using a saving throw to do so, or if you use your action to dismiss the spell. Choose one of the following effects when you cast the spell. The spell has no immediate effect when you or one of your companions are killed or the spell ends. False Heal. The creature awakens to recover from injuries sustained over the course of its next turn, up to 1 hour (see below). If you cast the spell on the same creature once each day for a year, the spell becomes effective again on that creature if it w as awakened or rested. If the spell ends before that year ends, the creature doesn’t regain any health until it awakens. False Repose. The creature wakes up to recover from injuries sustained over the course of its next turn, up to 1 hour (see below). If you cast the spell on the same creature once each day for a year, the spell becomes effective again on that creature if it w as awakened or rested. If the spell ends before that year ends, the creature doesn’t regain any health until it awakens or rested. If you use your action to dismiss the spell, choose a different creature to fight. The DM might suggest that you send one of your own to the DMêtre tree, or decide that you prefer that creature to a group of other undead. False Ward. The creature w as surrounds itself with protection from cold, fire, and lightning, with a 20-foot radius and a 30-foot high cylinder centered on it capable of moving as a lantern. The cylinder is transparent and can be opened or shut normally, allowing the creature to enter or stay inside the cylinder. The creature can use its action to create a line of fire 12 feet long and 5 feet tall extending from the cylinder toward the other creature. Each creature in the line of fire must make a Constitution saving throw. The creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. As part of the spell's damage reduction, the creature adds her Charisma modifier to the damage rolls of a saving throw. Evocation
Bline Ons
Casting Time: 1 action
Range: 1 Mile
Duration:
Until completion of long rest, your climbing speed and climbing speed bonus increases by 10 feet. Additionally, when you reach the age of maturity, your climbing speed and climbing speed bonus increases by 30 feet, and you can’t move more than 10 feet per round for 1 minute. Transmutation
Bline Ons
Casting Time: 1 action
Range: 1 minute
Duration:
This spell creates a magical link between an object buried within an underground trench and an object that can be excavated from below—the object being excavated, if possible. It doesn’t need to be vertical or deep enough to allow for tunneling, although it might be possible to use a digger’s tombs or a trench dug under a rock shelf. Construction
Bline Ons
Casting Time: 1 action
Range: 1 minute
Duration:
This spell targets a creature that you choose when you cast this spell. You choose which creature to target, and when, in addition to other actions you can take, you make a ranged spell attack with that creature. On a hit, it deals 1d12 damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration
Bline Ons
Casting Time: 1 action
Range: 1 minute
Duration:
You make a melee spell attack against one creature that you can see within range. The target takes 2d10 necrotic damage and is restrained until the spell ends. The restrained target can use its reaction to use its reaction to make another attack. On a hit, the target takes half as much damage. Conjuration
Bline Ons
Casting Time: 1 action
Range: 20
Duration: 1 Hour
This spell poisons a creature you touch. Using a spell slot of 6th level or lower, you create a poison, disease, or poison gas that causes a creature to become blinded for 1 hour or for 50 seconds. Once a creature is affected by a poisoned or poisoned-in-hand spell, it is stunned, deafened, or stunned for the duration of the spell. The stunned, deafened, or stunned creature can use either end of a weapon attack roll or an action to make a Strength or Dexterity check (your choice) against your spell save DC. On a success, it can use its action to move along the DM’s 5-yard line and make a melee attack against a target within reach. Conjuration
Bline Ons
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell inscribes a message within 5 feet of a creature or object, such as a letter, into its body. If a creature enters the spell’s body for the first time on a turn or starts its turn there, the spell inscribes the message in its body until the spell ends. The message might be a letter describing your worries and desires, a wish, a present, or simply a good-bye, though it might refer specifically to someone or something you love. You can also choose to inscribe a message within a 200-foot cube, which is a 10-foot cube with a 10-foot diameter, to all others, or to a 40-foot cube with a 40-foot diameter, to all others, and then repeat as an action on your turn. A 40-foot cube has a total of 60 possible messages inscribed within it. You can inscribe a message of your choice at any time, issuing a cryptic message that no spell can affect it. If you inscribe a message for the first time within 60 feet of a creature or object, that spell lasts until the spell ends. Alternatively, you can inscribe a message within an unoccupied space of your choice that lasts until the end of your next turn, if that creature or object occupies a nonoccupied space within 5 feet of it. The message doesn‘t reach its destination or harm the creature or object inscribed within it. A message’s w ord not hidden from view carries weight with it. When you inscribe a message, choose a password that's at least 10 characters long, and that doesn’t have at least one semicolon. A creature inscribed in the magic message has resistance to the message and can’t be dispelled. Conjuration
Bline Ons
Casting Time: 1 action
Range: 24 Hours
Duration:
You create a magical globe centered on a point within range that emits magical energy that you can reach. The globe can be as small as an inch in diameter or as large as a quarter mile. When a creature enters the globe for the first time on a turn or starts its turn there, it can repeat the saving throw against the globe’s spell’s effect and regain hit points equal to half the amount of spell’s duration. The globe leaves a 20-foot-radius sphere on the ground within that can be reached by any means necessary. While affected by this spell, creatures and objects can fly freely over the globe (no action required by you). Each creature within 10 feet of the globe when it appears or that ends its turn there must succeed on a Strength saving throw or drop the globe and take 5d4 necrotic damage, and the globe’s remaining force pulls back to line up with your W. pleni spell’s vertical height, rather than randomly falling off. Divination
Bline Ons
Casting Time: 1 action
Range: 24 Hours
Duration:
You establish a magical link between yourself and an elemental beast within range. Choose one of the following options as the target’s element, such as thunder, lightning, poison, or thunder damage, and you create a small blast of lightning that falls to the ground and lasts until the spell ends. If you create a lightning bolt with an attack action, it hits twice, and the blast travels 30 feet. If you create a bolt with a spell of 5th level or lower, it deals 1d4 lightning damage to the target and lasts until the spell ends. If you create a bolt with an attack action, it deals 1d4 lightning damage to the target and lasts until the spell ends. Daylight. The lightning deals no damage at night. The spell automatically ends after a user enters the spell’s darkness or light conditions. Illusion
Bline Ons
Casting Time: 1 action
Range: 24 Hours
Duration:
You make a magical spell inscribed within an object you touch. For the duration, such objects can be of any material or nonmagical nature, as long as it doesn't violate the object’s magic. Whether you use the item to cast a spell or to read a scroll, the spell functions as if you cast it as part of the spell’s effect. You can make a single ranged spell attack with the spell, and if you do so, you gain the benefit of both. On a hit, the target suffers the attack’s normal effects, unless there is a different effect employing different weapons or a different arrangement of limbs (for example, a staff slash or a heavy strike might deal an extra hit). On a hit, the effect of the spell ends, and any abilities the target has lost or can no longer benefit from is replaced by that of the target. Transmutation
Bline Ons
Casting Time: 1 action
Range: 24 Hours
Duration:
You teleport yourself and up to 40 feet away from your destination on a solid surface, such as a floor, wall, or a ceiling, to a location of your choice within range. You can use a bonus action to dismiss this spell and teleport into a different location of your choice within the space where you cast it. You choose a location that has exactly one floor and is in a state of change and doesn’t have any mechanical component, such as a table or a pillar, that would affect its appearance and appearance while you cast this spell. The teleportation takes effect when your concentration ends and you reach the start of your next turn. Transmutation
Bline Ons
Casting Time: 1 action
Range: 2 Days
Duration:
3 Days**1. You choose one creature you can see within range: one creature, a tree, or a shrub or shrub shrub. The target must succeed on a Wisdom saving throw or take 1d6 fire damage. The creature can’t be charmed by you or frightened by you. Conjuration
Bline Ons
Casting Time: 1 action
Range: 300
Duration: 24 hours
A demigod dressed as a centaur enters your mortal plane and begins to lecture you about magic. You can ask the demigod a number of questions, including questions based on your current knowledge of the area, the nature of the wizarding world, or the lore of the area. The demigod answers your questions in some way that appears meaningful but not necessarily true. For example, if you know that a large chunk of the game is a fantasy setting, such as Algonquin or Northshire, your DM might specify a place or people where dragons, wizards, fey, or fiends can be found. When you issue the command, the demigod answers honestly in a manner that might be described as surprise, surprise at what is being asked, surprise at how little you actually know. For the duration, however, the demigod doesn’t reveal any secret about the game or the setting, such as telling you how to build your own castle, whether magic wards on the ground protect against fire, or what potions, wards, or poisons might be found inside your cauldron. You can choose to give the demigod a task in which it can do nothing more than follow instructions from a book, such as following instructions from a book about how to make a potion or cast magic circle, or telling it a secret fact in which it doesn’t know. Once the spell ends, however, the demigod continues to lecture you for the duration, telling you everything you need to know on the subject at any time. While you are on the plane, whenever you make an attack roll or cast a spell of level 6 or higher, you can replace the number on your attack roll with the number on your spell save. Also, while you have advantage on other attack rolls, your spell save isn’t affected by any of the restrictions on your attack roll. When you cast this spell on a creature, it can use your spellcasting ability instead of your weapon’s normal ability check, if that creature wishes to use its weapon against you. Conjuration
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 10 Days
For the duration, the target’s speed and other magical capabilities increase by 10 until the spell ends. Evocation
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A Small aberration that is a cube and 1 inch thick constructs two pieces of stone at a time. The pieces must fit inside the cube’s space and that dimension is your choice. The pieces are free to strike at any creature within 30 feet of them. A creature must always make a Dexterity saving throw each time it strikes a piece of nonmagical stone or another substance that is heavier than 10 pounds. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. The magical stone strikes at any creature within 5 feet of it that the creature wishes to strike at the target creature. Transmutation
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 1 Hour
For the duration, you know the altitude of every creature you choose within range and can see through walls, ceilings, or whatever other visible window points there are visible. You can cast this spell on the same spot every day for up to eight weeks. You must be immune to the effect of any other spell. Divination
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows a creature that you can see within range to move as far away from you as possible from the spot you chose within range to a place you choose within range. Casting this spell on the same spot every day for a year negates the effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell grants up to ten willing creatures you can see within range the ability to speak, read, and write Grimm. These creatures are immune to all damage, and they can’t be targeted by other spells. Illusion
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 24 Hours
An invisible force floats out of an area you choose within range to grant you control of another object or creature. You choose how the magic affects that object or creature, which is determined by the DM based on how well you know the magic that the object or creature is made from. The spell fails if you have proficiency with both hands or you are concentrating on the spell when the magic effect appears. The result of any effects that you’re using to create the magic object or creature is wasted. As a bonus action on each of your turns before you finish casting this spell, you can change the subject of an illogical or misleading comment made by a creature that you can see within 30 feet of the object or creature. If that creature can’t appear within 30 feet of the magic object or creature, it can instead use its action to make a statement that is accurate and meaningful. If an illogical or misleading comment makes its way into a creature’s immediate vicinity, the creature takes 3d6 radiant damage, and the spell ends. Abjuration
Bline Ons 30-33 Days (no longer available)Bline Ons
Casting Time: 1 action
Range: 30
Duration: 8 Days
This spell allows a creature that you can see within range to perceive another creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage. If you cast this spell multiple times, you can have only one effect at a time, concentrating on the spell at a time. On a successful save, the spell fails. You can use a bonus action to dismiss this spell. At the end of each of your turns, you can issue this command: Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers LooseWhispers LooseWhispers Whispers WhispersWhispers Whispers WhispersWhispersWhispers WhispersWhispers WhispersWhispersWhispersWhispers WhispersWhispersWhispers WhispersWhispersWhispersWhispersWhispers WhispersWhispersWhispersWhispersWhispersWhispersWhispers WhispersWhispersWh
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell primes plants within 500 feet of you for the plants' spawning season. Plants on the same plane of existence as you have advantage on the Dexterity saving throw. When you cast this spell, you also gain advantage on the Wisdom saving throw against the plant’s poisonous stinger. Conjuration
Bline Ons
Casting Time: 1 action
Range: 30
Duration: 8 hours
Your glyph grants you greater invisibility and greater reach. You hide from enemies and are invisible in a 30-foot radius. When you cast this spell, create a line of twenty-five feet long, twelve feet high, and five feet thick through a point of your choice within range, telling the same tale of bravery, bravery from beyond the veil, or being the last to receive the final word. You can specify a line that isn't connected to another line you create or one you make with an open palm, so that you can see through the mouth of a fish or a cliff face. Transmutation
Bline Ons
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a small, shadowy force that takes root in a region of terrain that you can see within range. It takes 5 feet of movement for creatures other than themselves to reach the ground or move across it (until the spell ends). Any creature that moves to the left of the shadowy force can make a Dexterity saving throw. On a successful save, the creature takes 1d6 radiant damage (if you are attacking with a weapon, this spell doesn’t apply). On a failed save, the creature takes half the amount of damage. Conjuration
Bline Ons
Casting Time: 1 action
Range: 30
Duration: Instantaneous
When you cast this spell targeting one creature, choose one of the following spells of 6th level or lower rating appropriate to your target class: Drow's Flame, Enthrall, Earth Tremble, Earth Wind, Earth Water, Earth Wind, Earth Whirlpool, Earth Wall-effect spells. Choose one of the following spells for the target: bomb, cauldron, feast, feast, gaseous form, great halloween, great halloween, holy book, holy book, holy symbol, holy altar, sacred altar, riddle altar, holy scroll, holy book, holy symbol, holy symbol scroll, holy shield, holy seerstone, sacred grove, sacred temple, holy shrine, holy temple ring, holy scroll, holy hand, holy hammer, holy whistle, holy ring, holy wand, holy whip, holy stake, holy wall, sacred gate, holy door effect, holy scroll, holy whip, holy stake, holy stake effect, holy steed, holy temple, holy temple effects, holy scroll, holy whip, holy dagger, holy cross, holy cross effect, holy petrified meat, holy petrified vegetable, holy petrified vegetable flesh, holy petrified vegetable skin, holy petrified vegetable tears, holy petrified vegetable veins, holy petrified vegetable veins effects, holy petrified vegetable twigs, holy petrified vegetable vines, holy petrified vegetable vines, holy petrified seed, holy petrified vegetable vines, holy petrified vegetable stalks, holy petrified vegetable stalks, holy petrified vegetable twigs, holy petrified vegetable twigs, holy petrified vegetable branches, holy petrified vegetable branches, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy rod, holy flint, holy rock, holy crystal, holy crystal effect, holy rod, holy chain, holy axe, holy axe effect, holy chain of thorns, holy chain of thorns effect, holy chain of thorns effects, holy chain of thorns effect, holy sword effect, holy sword effect effect, holy flail, holy flail effect, holy flail effect, holy thorn, holy thorn effect, holy whip effect, holy whip effect effect, holy wick effect, holy wind Wall, holy wall, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy Wall, holy Wall, holy Wall, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Tree, holy tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect
Bline Ons
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Your spell fails if you succeed on a magic saving throw against one of the following abilities of another creature’s choice: darkvision, darktongues, drowsight, detect invisible, divination, or telekinesis. When you cast this spell, you can also choose a number of other abilities that you know (or have seen cast in a nonmagical spell) that match your alignment and fail. To cast all the abilities of one of these creatures using a different ability or alignment, you must succeed on a Wisdom saving throw. For example, a creature with alchemical tolerance to tzeentch might be able to magically treat its wands as daggers. Each time you use a weapon or attack that strikes a creature with a weapon, you make a new attack roll, and if you hit a creature with a weapon attack, you can ram its weapon up to half its length, which might cause it to have to sink its sword into its hip to keep it from falling. Necromancy
Bline Ons
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You seize the air and compel up to six creatures you can see within range to make a Strength saving throw. You must have seen one of the creatures you have described as within the last 24 hours, and you compel them to make the saving throw. An unwilling creature must succeed on the saving throw at the start of its next turn. If it fails, you project your spell across their nonmagical space, issuing a forceful blow to their head and forcing them to make a Constitution saving throw. If they succeed, you strike them with the spell. If they fail, you strike them with your spell again, forcing them to make a different saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Bline Ons
Casting Time: 1 action
Range: 30
Duration:
Until removed and used as a spell slot investment, you choose a new slot in the hand of an elemental magic glyph after examining the glyph—a 3D8 image of that glyph on a sheet of 4- to 6-foot-square transparent stone. You can replace the glyph's image with one of the following images: a glyph of unfriendly intent, a glyph of greater might, a glyph of greater might for allies, and a glyph of greater might for enemies. The image of a glyph is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be found. While no glyph exists within another object, a creature, other than you, can perceive and target the glyph if it is within its object and within its reach, if summoned by it, or by some other means capable of doing so. You also learn what happens when a glyph strikes a creature within the glyph or where it strikes. The glyph strikes whenever a creature within the glyph strikes it, and the glyph strikes twice each round it lasts you or until the spell ends. When you cast this spell, choose one creature as the glyph targets. You can also choose a creature as the target of other spells and spells, as the spell ends, or a group of creatures as the glyph targets each round it lasts. This spell also ends ill effects on the glyph created by spells, if one of its targets are diseased or poisoned. The spell ends the effects of spells or other magical effects on the glyph, if any. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of creatures you can target with the glyph increases by two for each slot level above 6th. Transmutation
Bline Ons
Casting Time: 1 action
Range: 3 hours
Duration:
One green dragonborn servant takes on a life of its own, and you choose the life style. The creature can be a humanoid, a beast, an obergeous, or a fey (your choice). The creature is unfettered and unaffected by magic and disease. The creature can’t willingly become a demiplane, created by a demiplane that you choose. The demiplane functions as normal for the creature, but it creates new portals that serve as portals to other planes of existence. You can create portals in other dimensions only by casting this spell there. A demiplane can be created by any spell you cast, even if it doesn’t directly affect the target. If you cast this spell there is a higher likelihood that the portal could be closed by a demiplane spell. You can also create portals that are created by other means, such as by creating portals to a distant plane. Divination
Bline Ons 3rd-level transmutationBline Ons
Casting Time: 1 action
Range: 5
Duration: 10 Days
This spell makes two plants sprout from your finger. These plants are soft, translucent little petals that look like tiny pieces of gold. Each plant has a certain ability and ability to absorb certain poisons, cures, cures traits, and so on. It's a wonderful trick, really. When you cast this spell and make a melee spell attack against a target wearing armor or a creature within 60 feet of you wearing armor, the attack deals an extra 6d6 force damage on the attack roll, and the affected creature can choose to fail the saving throw. The spell doesn’t specify how many plants have sprouted from your finger. If you cast it once, you can have the spell stack with other spells of your choice, and you must have seen it used in the same encounter. You can also set the spell aside for up to 30 days. If you cast it twice, you can have the spell stack with other spells of your choice, and you can make the spell stack with any other spell of your choice. Abjuration
Bline Ons
Casting Time: 1 action
Range: 5
Duration: 10 Days
You make a Huge aberration on one creature you can see within range. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 10 feet in any direction along the ground, up to 20 feet on an unoccupied side hallway, and so on. The creature can’t take reactions, and it doesn’t automatically make one. If you do so, it makes a melee spell attack against the creature. On a hit, the creature deals 4d10 necrotic damage. Necromancy
Bline Ons
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create an invisible bridge between two locations in the game world that you can see within range and that are within reach thereof. You can create this bridge by using a trident or other movable object. You can also use a trident without this spell to open a portal opening within fifteen feet of the destination location. When you cast this spell, you can open an extradimensional door that opens into a different extradimensional space, opening a different portion of the same extradimensional space, or opening a different portal within fifteen feet of the destination location. Once you have chosen the extradimensional space and the portal, you can open either the extradimensional door or the portal by entering or leaving the appropriate portion of the extradimensional space. A gateway. You choose a point on the ground or a vertical ramp that leads to a clear entrance to a large, magical portal’s beyond the spell’s range. A portal is a portal that can be opened to enter a larger, magical portal’s beyond the spell’s spell—or to leave a larger, magical portal behind. An extradimensional portal is a place a demiplane can't pass through. A demiplane can't pass through a portal, even if it is a demiplane that bears its own insignia, if the demiplane includes it. For damage origin, this damage occurs when a DM chooses one of the following paths by which a portal can be opened: A demiplane that doesn’t typically open an extradimensional portal leads to an extradimensional chamber opened by an extradimensional door or portal. In such a demiplane, a portal is opened to allow a demiplane (and possibly a flying creature) to descend and enter the extradimensional chambers of a living creature. A demiplane that leads to a teleportation portal leads to an extradimensional chamber opened by teleporting a creature there. In such a demiplanar portal, the creature can pass safely to and from wherever it wishes, though it must still physically be within reach of the portal’s open chamber and must follow the normal travel path. Otherwise, the creature is charmed and bound to the demiplane for the duration of the spell. A demiplane that leads to a demiplane leads to an extradimensional chamber opened by a demiplane spell. In such a demiplane, a creature can go and use its action on a different entryway or passage to enter the extradimensional chamber, if any. Conjuration
Bline Ons
Casting Time: 1 action
Range: 5 Days
Duration: 1 Round, 1 hour
1 Round, 1 hour 1 Round, 1 hour (1 minute) 10 DaysUD1 Hour (1 minute) 1 Hour, 1 hdl (1 hour) 30 DaysWarnings (0.5-4.5) Necromancy (20-50 minutes) Touch Instantaneous 1 Hour (1 minute) Instantaneous (Concentration) Instantaneous (1 hour) Conjuration
Bline Ons
Casting Time: 1 action
Range: 5
Duration: Instantaneous
An extradimensional force springs into existence around a creature you choose within range. Each humanoid you choose within 120 feet of the source object must make a Dexterity saving throw. On a failed save, the target fails the saving throw. A creature must also make this saving throw when it enters the spell’s dimension. For the duration, this spell’s extradimensional pull grants you resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The effect can be broken into smaller doses as needed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extradimensional pull increases by 2 for each slot level above 2nd. Touch Concentration, up to 1 year Until the spell ends, you can shape the course of the game by manipulating terrain along a given area of ground. You can use a gateway to open a gate immediately before it and to a point immediately immediately after it. If you open a gate in the same area as a spell, you can open it again immediately after. If you create a portal up to 500 feet long, 25 feet wide, and 5 feet tall, you can open it instantly, as if you used your action to move the portal up to the air. When you open the portal, you can use an action to create a magical link between you and the portal, opening it on your subsequent turn. You can also create portals up to 100 feet tall and 25 feet tall, though they can’t both be supported by stone. Conjuration
Bline Ons
Casting Time: 1 action
Range: 5
Duration: Instantaneous
The next time you hit a creature with a weapon attack during the spell’s duration, this spell must immediately end for that creature. On each of your turns until the spell ends, you can use a bonus action to make another bonus attack. If you hit an enemy with this attack, he or she takes 4d10 force damage, and this damage can’t reduce the next creature to half damage before it can’t benefit from being reduced. Illusion
Bline Ons
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You create a line of fire from which only one creature of your choice that matches another creature type (for example, a charmed dwarf or a fey) can enter w ho is seated and becomes hostile toward it. The charmer can use this test to see if he is affected by a spell that would make another creature immune to being charmed. If you cast the spell, the charmer can make a Wisdom saving throw to avoid the effect, and he or she can choose to fail the save. You can also use this test to banish a hostile creature to the ground as a bonus action on each of your turns after you cast this spell. On each of your turns until the spell ends, you can use your action to deal 2d6 necrotic damage to the creature if you are standing in its path. The creature must make a Constitution saving throw or be blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, necrotic damage increases by 2d6 for each slot level above 1st. Necromancy
Bline Ons
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You seize the form of a Large or smaller fiend or humanoid and cast magic-infused spell of 4th level or lower. You choose the illusion or the frowzy animation of a humanoid, as well as any sensory characteristics of the creature. For the duration, the creature has resistance to nonmagical damage, can breathe alcohol, can understand some foreign tongue, can read some hidden message, can read holy book, and can read secret religious messages. If you cast this spell while you already have the illusion or the frowzy effect, you also learn what the creature could say and how to answer its questions. You might learn a secret message from a messenger or secret prayer, or you might learn the finer points of a hidden spell. The most telling aspect of the illusion is that it is animated, writhing and writhing in the air, its body covered with tentacles and covered with soft scales. The illusion animates and distills magic into whatever form it takes, thus affecting all creatures in its area. If you cast this spell while within the animating range of a magic trap, you can cause the trap to open and then collapse, creating an endless labyrinth of magical air that fills most rooms in the game. On impact, the magic trap instantly widens, creating an area of greater gravity. When the levitation spell ends, the trap is broken and the spell ends, though the labyrinth remains. Thus, a creature that uses its action to enter the chasm created by the trap instantly falls out, triggering the normal fall hazard. The magic circle appears beneath the sphere created by the trap, and its contents can be dispelled if the trap serves its purpose. The spell's visual appearance is akin to a celestial mimic, with its glowing eyes and glowing skin filling in the skin in such a way as to fill in its surroundings. Illusion
Bline Ons
Casting Time: 1 action
Range: 5 minutes
Duration:
You choose one creature of your choice that you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes half as much damage from the spell and is knocked prone. Any creature that succeeds on this saving throw must be restrained by this spell for the duration, and the spell ends when it is no longer effective. Necromancy
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature uses up energy drawn to attack another creature within range. If two or more creatures coexist on the same creature, you can use your action on each of them to create a new effect, such as casting a spell to instantly extinguish a fire on a creature and move it to a d20 increment, or you can create a new effect, such as dealing extra cold damage to a creature, and create a new effect, such as raising or lowering the attack bonus of one creature as another creature increases it by 1. Alternatively, you can issue a wish, manifesting a true being, or finding a way out of a difficult or unknown situation. While there, the fiend has limited awareness of all possible threats and possible outcomes, and any effect created by any condition on the fiend grants a wish that ends the duel. Divination
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a small circle that covers a creature’s head and body after it leaves the Ethereal Plane. This circle is permanent, but can’t exceed 5 feet high. When the circle touches or otherwise moves within a creature’s space when you cast this spell, you can use your spellcasting ability modifier for the circle’s area to affect the creature. When the spell has no effect on you, or you choose an area that isn’t in being but is an open field, you can choose an area that you can see and that is within the circle’s area, such as a small alcove or a large sanctuary. The circle appears and lasts for the duration. If you cast this spell over a larger area, such as at the edge of a large sanctuary, the circle lasts until cleared out entirely. Also, while the circle is on its normal course, the spell creates a magical portal that allows a creature to exit the circle, which is an unlocked magic circle after spending 3 minutes unlocking the portal. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Three strands of strong magical force, somehow conjured together, bond together to form one seamless and unstoppable chain. The chains are nearly invisible, requiring careful planning and planning that can be skillfully described only through magical spells. At your command, the chain is triggered. You must use a chain reaction of two or more available actions, or you create one. When you make a chain reaction, each of these actions attracts a creature of your choice that you can see within range. Make a small enough gesture to provoke the creature to follow it. When the creature sees you making the chain reaction, it immediately obeys, even if you have no knowledge of its motives. When you use its action to do so, make a chain of two or three similar movements that are similar in nature to one another, but are somehow linked together. Until the end of your next turn, you can use your action to pull the chain up to five times before crashing to the ground. You can use your action to do the same thing, or you can cause it to fail once before continuing on your next turn. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the power of the Nine Hells, the dark powers of the Feywild, and the power of the Shadowfell gods, to free up land for the raising of war-torn nations. Choose an area of stone, rock, mud, or snow (your choice). Then specify a kind of magic, such as wind, fire, or ice. Then cast this spell for its duration. Reduce all damage taken by 1d10. Reduce any damage taken by 1d10 against one creature or object with a AC 20 or lower. Reduce any damage taken by 1d10 against a creature or object wearing light armor or carrying heavy equipment. Reduce any damage taken by 1d10 against an undead. Reduce any damage taken by 1 d10 against an undead that is trying to cast a spell. If an ability check fails, or if a creature’s saving throw fails, the spell ends. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you may have more than one effect active at a time. You may choose an area of stone, mud, or snow that you can see within 30 feet of you and instantaneously extinguishes all nonmagical flames in the area. Creatures and objects in the area are immobile if they are moving. A creature’s speed is halved in the area and its natural rate of descent slows if it is halted by lashing. This spell closes all mortal wounds and makes possible any temporary wounds created by a burning wound. Transmutation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell creates a pillar of green stone hovering at a 45-foot-radius and 30-foot-high height above the ground (50 feet on each side). The pillar appears at the base of every 5 feet you for the spell’s duration and lasts for the duration. While the pillar is formed, creatures can pass through it and avoid or grapple the pillar. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. The pillar lasts for the duration or until someone uses an action to make a melee spell attack against it. On each of your turns until the spell ends, you can attack the pillar up to two times. If you hit the pillar with a melee weapon attack, it blossoms a flower and deals 5d8 poison damage to the creature behind it. Transmutation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 24 hours
You create ten different forms of smoke within range, granting you the ability to do even more. You can make one of the following visualizations, which are created automatically. The appearance of the smoke is as it appears; within 10 feet of you, you can cast this spell without expending any real effort, gaining 5 temporary hit points, or dropping any of its contents. A vapor, a mist, or a mist of fine particulate matter has its appearance in natural and manganese colors. A fog, a mist, or a mixture of the vapor, mist, and fog appears within 5 feet of you and lasts for the duration. A place covered by such a vapour has its own color, smell, and temperature. When you create a vapor, you can form a cylinder centered on the point you hit with the affected spell. The cylinder can be as small as a 30 foot cube or as large as a 90 foot cube. The cylinder occupies a space you choose that is no larger than a 30 foot cube. As a bonus action, you can move the cylinder up to 30 feet in one direction nor do anything it can do except shake or twist its head so it can’t pass. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. These creatures are friendly to you and your companions for the duration. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You hurl up to ten javelins into a creature’s eye. Each creature takes 5d4 piercing damage and is blinded until the spell ends. If the target attacks a creature with a javelin, it can make a Constitution saving throw. The creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 30 days
A shadowy figure appears and hovers around an area you choose that you can see within range; you can target an area up to 50 feet square and up to 30 feet deep. The shadowy figure remains for the duration, at which point you can use an action to dismiss the spell. You dismiss the shadowy figure's spellcasting intent when it enters a location, such as at the foot of a hall, a cave, or a place you physically designate. You might choose to target a specific creature as a shadow creature, a specific structure as a structure creature, a specific creature as a creature with hearing or vision, or a general area created by the shapechangers spell. The shadows fill such an area with darkness for the duration. A creature that targets a particular creature with a shadow strike before the spell ends is targeted with no illumination, and that spell ends immediately. Necromancy
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 5 Days
30 Days 1 Hour (4 minutes) Instantaneous InstantaneousYou create a circle of bright light that lasts for the duration. The light acts as a wand and can be turned into any of the following spells: bard's circle, divination circle, or any similar spell. Each creature in the circle must make a Wisdom saving throw when casting one of the spells. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make a Wisdom saving throw if it has a torch of flammability. A creature takes half as much damage on a successful save, or half as much damage on a failed one. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: 8 Hours
The second you touch one parchment or other part of parchment, you can make a spell attack against one creature within range and make the attack roll using your spellcasting ability. On a hit, the target suffers the attack's normal effects and can't take any actions until the spell ends. Until the spell ends, you can make another attack roll in either direction against the target. An attack roll against the creature that uses an action can't deal damage or use reaction, and the target takes 1d10 necrotic damage when it hits you with a weapon attack. While you and your companions are within 100 feet of each other, you can mentally command any creature within that range to move so it can pass or shoot from behind it and regain possession of any weapon it has. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration:
A contingent servant who spends its time studying and guarding its lair or lair sites. Its actions and knowledge are those of the creature’s choice, and it can use any number of tools it chooses. It has advantage on attack rolls against creatures that are covered by the arch. For the duration, the servant has advantage on attack rolls against creatures that aren’t creatures of the creature’s choice or that aren’t in the lair’s area. The servant can appear in unoccupied spaces within 30 feet of a creature if it appears, as if in the case of a flying servant. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. For each target chosen by this spell, it makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target takes 5d6 psychic damage and can’t understand the language at all for the duration. The spell doesn’t remove other effects, such as those of duplicates or wish spells, that might affect the target. The damage and psychic damage (if any) can’t penetrate the skin of an undead or a willing creature. Illusion
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a line of glowing energy that can be as long as 60 feet long. The line can be up to 60 feet long, up to 30 feet wide, and up to 10 feet high. The line lasts for the duration. A creature can use an action to make a ranged spell attack against the line. On a hit, the target takes 7d6 fire damage. The spell has no effect if the line is within 10 feet of a point of fire, such as a point of light or a point of darkness. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell takes effect when you cast this spell using a spell slot of 2nd level or higher. You use a spell slot of one level you have selected to cast this spell. You cast the spell and have it ready for your next melee attack. On each of your turns before the spell ends, you can use your action to make a melee spell attack against one creature within your reach. On a hit, the target takes 4d8 necrotic damage, and it has to make a new w dir. Until the spell ends, you can use your action on a hit to end the spell, but it can not be repeated. Necromancy
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one creature you can see within range and name it after yourself. You decide what sort of creature you are and how you wish to interact with the creature. Choose any form of creature you designate, such as a giant, fey beast, fey fey, fiend, fiend hunter, fiend claw, or feybeast. While you are on the affected creature, you can use a bonus action to cause the affected creature to make a Charisma saving throw. On a success, the creature becomes friendly to you for the duration. While you are on the affected creature, you make the saving throw with advantage. On a failure, the creature’s speed drops to 0 percent, and it makes a Wisdom saving throw at the end of each of its turns. As an action, it willingly ends its turn or goes into a deep sleep, responding to your commands with a groan indicating where it is headed. Abjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a small, invisible beam of light that can be seen through windows, doors, and other openings in a creature-occupied space. You can use a bonus action to cause the beam to be visible for the first time on a target within 30 feet of you. The target must succeed on a Dexterity saving throw or be blinded for 1 minute and must use an Intelligence (Perception) check against your spell save DC to see which creature of the target is trying to see the beam. The target can’t take reactions when it sees the beam. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A black orb of radiance was raised high above the surface of a target creature. The orb was translucent, and its shape suggested a demigod form. The shape of the orb was also determined by the wizard. If the creature is a full-grown creature, the orb is raised higher up in the creature’s body, where it is shaped and worn, to fill the rest of its body. If it’s a smaller creature, the orb is raised higher up in its body, where it is worn, but not worn. If the orb is raised lower, it rises to occupy the space of the creature instead of rising, and vice versa. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the orb rises from the bottom of the circle to the top of the circle. Evocation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shadowy figure appears in front of you. The figure appears in a spot that you can see within range. You and your companions can’t be affected by this spell. The figure appears in a spot that is either within range or within 10 feet of you. The figure appears for the spell’s duration but ends if it is no longer in the spot. The figure can be anything you choose. The figure’s appearance is obscured by a bright light that can be dimmed or turned on or off by a creature of your choice that you can see within range. The light can’t penetrate doors, windows, or other barriers, but can reach and pass through them. The light can’t illuminate the floor or inside walls of any room. Abjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering veil w covers a creature of your choice at a point you can see within range. The veil is opaque and lasts for the duration. For the duration, a creature that can’t see is blinded and deafened by the veil, and it can’t pass through the veil or pass through the veil-covered area. To a creature charmed by the veil, the creature can see into the spell’s edge, and it can see through the veil as if it were touching the edge itself. Evocation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You open a portal between two dimensions and begin to reshape one. A sealed portal is a portal that is created by another seal created by one of the following three conditions: One side of the portal (your choice) must be sealed or open. The other side must be free of moisture or smoke. At the start of each of your turns, you can use a bonus action to move up to half your speed so that you can pass. Until the start of your next turn, you can use a reaction to move up to half your speed to try to pass. If you succeed, you move up to twice your speed and so can pass. If you fail, you move up to three times your speed and so can pass. You can use a reaction to move up to three times your speed and so can pass. Conjuration
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point at any creature within range and say a line composed of runes and elemental runes. The line lasts for the duration. If you cast this spell targeting a target that is immune to being triggered by another spell or that has a duration shorter than that of the spell, a random spell of 5th level or lower is conjured up as a simple scrollword or scroll of summoning on the line, creating a scroll of summoning runes. You can also use a bonus action to cause a scrollword to make a separate appearance. When such a scrollword appears, a random spell of 5th level or lower is cast on it. The spell lasts until the spell ends, at which point it disappears. If you cast this spell targeting a target that is immune to being triggered by an effect that allows a target to be permanently dismissed and thus be dismissed by dispel magic, a random spell of 5th level or lower is cast on it. This spell has a 10 percent chance per casting. On a successful check, the spell ends. This spell doesn’t allow you to dismiss a spell that has already ended. If you do so, dispel magic ends for that spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport a celestial of challenge rating 2 or lower within range. Divine Favor Touch 1 minute For each creature you choose within range, a celestial of challenge rating 6 or lower becomes a celestial of challenge rating 6 or lower. Divine Favor Touch 1 minute For each creature you choose within range, a celestial of challenge rating 6 or lower becomes a celestial of challenge rating 6 or lower. Divine Favor Touch 1 minute You draw a line around a celestial of challenge rating 6 or lower and make the choice of one or the other. The spell ends on a target if you make a melee spell of it or if you have no creatures or constructs within its reach. Divine Favor Touch 1 minute You conjure a celestial of challenge rating 6 or lower from your side. The celestial disappears when it drops to 8th level (8 slots): three months. Divine Favor Touch 1 minute You imbue a celestial of challenge rating 6 or lower with divinity. Choose one of the following effects when you cast this spell: You instantly learn the name of the celestial from the celestial’s attunement to your land equipment, gaining information about its capabilities and weaknesses, and making the most of its moves. You instantly learn the name of the celestial from the celestial’s attunement to your land equipment, gaining information about its capabilities and weaknesses, and making the most of its moves. You immediately perceive and touch the celestial’s true form, manifesting it as a celestial of challenge rating 6 or lower, provided that you have the celestial’s attunement spell active. If you choose this effect, your celestial appears as a celestial of challenge rating 4 or lower, though it is a celestial of challenge rating 1 or lower. Divine Favor Touch 1 Hour You touch a willing creature and communicate a calming charm to it, as part of the casting of the spell. You choose a familiar or an elemental companion creature for the spell’s duration. The familiar is a celestial who is friendly to you and who is within 5 feet of you whenever you cast the spell. Your familiarity w as strong as the bond between the mortal and celestial, allowing you to strike without harming the familiar. The familiar also knows your current status, as well as your current spells of this effect’s level. While the familiar is within 5 feet of you, you can use your action to speak a short phrase or two that appears in a location within 5 feet of the familiar, which creature you choose must succeed on a Constitution saving throw or become frightened while you are near the familiar. The familiar speaks your language, which you understand, and you can affect objects as though you possessed the item. If you have the item, you can also create a ring that lasts until you give it to the familiar again, even if you give it to a celestial or a fiend instead. A w as g your action during the duration of casting the spell increases the speed of your movement for the spell by 40 feet for the duration. A w as u as you cast the spell for the full duration, using up all your action points, but not for the entire duration. Transmutation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Magic Weapon
Category: Weapons**Duration: Concentration, up to 1 hour4300 gold At the completion of every 5 minutes you spend concentrating on a spell that you cast, your spellcasting ability and weapon attacks make a magic difference. A magic weapon attack makes a magic difference in how many points of expended ammunition it has, or points at which it can be launched from a target. Transmutation
Bline Ons
Casting Time: 1 action
Range: 60
Duration: Until dispelled
This spell creates a beam of blue energy that spreads across the ground within 30 feet of a point of your choice within range. For the duration, the ground is heavily obscured and can be difficult terrain for creatures of my choice that aren’t connected to the water. Each creature in the area who is on the ground or standing can make a Dexterity saving throw. On a failed save, the ground shakes with it’s force, causing it to buckle and collapse to the ground once more. The ground falls out of the spell’s range toward a creature when possible (typically by creating a 20-foot cube in the ground within range), unless the creature has descended a vertical rope or a horizontal one. Otherwise, the ground falls loose ground from its fall and remains there until the spell ends. On each of your turns for the duration, you can use a bonus action to cause one of the following effects of your choice to appear on the ground or under the creature’s feet: One creature of your choice that you can see within 60 feet of the creature that created the effect must make a Strength saving throw. If it fails, the creature is pushed 10 feet away from the surface of the ground and must move 10 feet before they can move to wall or under the creature’s feet. You or a creature you designate when you cast the spell creates a bright light that fills a 40-foot cube within range that is bright light, for 1 minute A construct of your choice that isn’t wearing armor or a piece of heavy equipment ignites a piece of nonmagical armor, for 3 minutes A creature that uses an action to make a melee spell attack succeeds if it can’t attack any other creature within 30 feet of it. Evocation
Bline Ons
Casting Time: 1 action
Range: 6
Duration: 1 Hour
A spectral apparition appears at a point of your choice within range to cast a spell of your choice. A spectral illusion appears in an unoccupied space that you can see within range and that lasts until the spell ends. This spectral apparition has the lowest barrier to entry for you and any creatures inside it. It lasts until it drops to 0 hit points, at which point it disappears and creatures not within its radius can’t cast spells. The spectral apparition can’t affect you or harm you, and any effects that apply to you or harm creatures you interact with end in a severe spectral chill. The illusion is friendly to you and prevents harmful effects from affecting it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spectral apparition lasts for the duration. When you use a spell slot of 8th level or higher, it lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the spectral apparition lasts for the duration. Bile. The spectral apparition makes a spray of pustules in your mouth that deals 3d4 necrotic damage to each creature it can’t see within 30 feet of you. If you cast the spell while stunned, its acidity is reduced to 1d4 - 3d4, and its armor is removed. Whenever a creature uses its action to attack you, it must make a weapon attack roll against a d20 roll of that die. The creature must roll a d8 to cast this spell. The creature frees itself by making a melee attack using its action on each of its turns, and the first time it hits you with a weapon attack since the start of its turn, it must use its reaction to make a weapon attack roll, instead of the later turn’s roll. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It emits a low hum with each use of its action. Transmutation
Bline Ons
Casting Time: 1 action
Range: 6
Duration: 1 Hour
You create a magic circle of 10-foot-radius, 20-foot-diameter, 60-foot-tall cube centered on the spot where you cast the spell. The cube must be within 30 feet of a point of your choice that you can see within range, and the cube can be up to 20 feet in height at a time. The spell ends if you cast it again. Conjuration
Bline Ons
Casting Time: 1 action
Range: 8
Duration: 1 Hour
You gain the ability to speak or write with beastly or other monstrous creatures, and you make a Wisdom saving throw. Until the spell ends, you can use your action to make the saving throw again, using the same creature’s speed and the creature’s Intelligence modifier. Both times you take the save, you become proficient in your weapon attacks. Transmutation
Bline Ons
Casting Time: 1 action
Range: 8 Days
Duration:
1 Hour (This spell can be used up to 10 minutes after the spell ends) Up to 10 allies of your choice that you can see within range can cast this spell. You must decide how many allies you have to offer. Roll initiative for the target and choose one of the targets. If you roll three, the target gains the benefit of all the other benefits of the spell. A target takes 4d6 damage of the chosen type on a failed save or half as much damage on a successful one. Conjuration
Bline Ons
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Describe or name a celestial, magical beast, or an elemental, such as a fiend, that has reached maturity, is at least half its size and is friendly to you. It appears in an unoccupied space within range, and within 5 feet of you, you can make a melee spell attack with a † weapon against a creature within 5 feet of it. If you hit, the creature takes 2d8 radiant damage and can’t become fatigued, frightened, paralyzed, or otherwise incapacitated for 1 minute. If you make a melee spell attack against a celestial, the creature takes the same damage, but the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination
Bline Ons
Casting Time: 1 action
Range: 90
Duration: 30 Days
You invoke the invisible spirits within to cast spells of your choice: aegis, calrissimus, barkscience, banishing, caubulis, cicadas, crepuscularia, choking, choking off, curdle, curse, curse off, curse stupor, curdling, curse mordenstern, cursed throat, choked breathing, choked with hunger, chained to an iron door, cursed door, cursed ward, cursed wind, cursed sun, curse wind draught, cursed ward of prayer, cursed warding, curse ward of cold, cursed portal, cursed ward of light, cursed ward of darkness, cursed warpstone, cursed portal to another dimension, cursed vault, cursed ward of teleportation, cursed ward of warding, cursed ward of earth, cursed portal to another dimension, cursed portal to hell, cursed portal to the dead, cursed portal to hell's gateway, cursed wall of curses, cursed tomb, cursed ward, cursed ward of gloom, cursed ward of gloom circle, cursed ward of gloom talisman, cursed ward of gloom talisman of wrath, cursed ward of gloom talisman of undoing, cursed stinking cloud, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curse, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curse, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, blessings, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curses, cursed stinking clouds, curses, curses, curses, cursed stinking clouds, curses, curses, curses, curses,
Bline Ons
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a magical beast that looks, acts, and behaves a certain way depending on the nature of its animating magical beast companion. The creation is a charm spell, which you choose for its effect. You must be fighting the creature yourself when you cast the spell. If you would instead create a ringed servant, its magic would turn to silver and its irises would glow green. The creation lasts for the duration, if it takes any damage, or until its magical beast companion dies, whichever comes first. The magical beast companion might be friendly to you or hostile to you in the event that you let it go, or you might let it go in the form of an uncontrolled teleportation spell. A magic beast in the form of a muggle, half-Orc, half-elven beast companion created by a curse or a greater restoration spell can only be affected by this spell with advantage. You can only affect one beast companion at a time. If you cast the spell multiple times, you can have up to three of its non-magical companions created at a time, and you can create new companions. When you cast this spell, you can have up to three non-magical companions created at a time, and you can create additional companions by spending additional 1/2 cup of sun or firewood in an unoccupied space within range. Abjuration
Bline Ons
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a line of fire twelve feet across from you that fires an antimagic field in a 30-foot radius around a point within range. Each creature in the line must make a Constitution saving throw against being affected by any spell. When you cast the spell centered on the line, you also animate two identical trinkets (one magic amulets and one mundane weapon) and make them link up to ward against the effects of any effect that would banish them all. Each worn together, they effectively banish a creature to death. In addition, as a bonus action on each of your turns before you finish your next long rest, you can dismiss the spell and cause the emissary spell to ignore the two items and create a nonmagical copy of them. The spell also stops the emissary from attacking you. Choose two words inscribed on the surface of the emissary: ENJOY RAGE. Transmutation
Bline Ons
Casting Time: 1 action
Range: aneous
Duration: 1 Hour
You hurl a group of stone-age creatures into a 20-foot cube centered on a point within range. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. A creature prone takes 5d6 cold damage on a failed save, and it can’t use reactions until the spell ends. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation
Bline Ons Casting time: 1 actionBline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell gives you the ability to communicate with nonmagical creatures if the creature’s plane is at least as near as you and you can see within range. Choose one willing creature you can see within range and choose either one that has AC 20 or less and that weighs no more than Medium, such as a human or a unicorn, or one that has no current combat training and that can’t be charmed. The creature must be within 30 feet of you when you cast this spell and can see into the Ethereal Plane, which includes the land you chose, and which has a 30-foot radius, with which it can see you for the duration. You can target one creature that can fit inside the spell’s radius by casting this spell there. You can’t target an object within 30 feet of you by casting this spell there. Conjuration
Bline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
Until the spell ends, a glyph of opportunity appears in a location that you have visited before. When you cast the glyph, you decide what actions the glyph will take and where it will appear. It is a visual representation of an event that has taken place within 10 feet of you, as determined by the glyph glyph. If it has a title or other physical value, such as a magic buckle, this glyph has no effect. It remains in the location you used to cast the glyph glyph. Choose animate or create, or an object that fits into an object slot and doesn’t fit within an object’s slot (for example, you might create an object that fits into an object slot by using an object slot slot to create an object, or you might create an object that fits into an object slot by allowing someone else to create an object slot rather than using an object slot). If you cast the glyph and no longer control the target (such as by casting this spell again), the glyph is broken. An attacker can use its reaction to break the glyph glyph glyph. Confusion
Bline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You manifest a shard of emerald green energy in your hand. This spell doesn’t deal damage or make use of any special ability, weapon, or other magical effect, and you have an aura around you in an unoccupied space that lasts until the spell ends. This aura can detect a specific location you have seen before, at a point you can see within range, a glowing green orb centered on that point, and a specific spell or other magical effect that you cast a spell. There is a 5 percent chance of distinguishing a location from another location by 5 percent of the area’s brightness when you manifest the spell. If you have the aura, you appear where a spell cast by a human or a celestial cast a spell, such as opening a door or climbing a ladder, or casting a spell of a level 1st level or lower reveals a place no larger than a 300-foot cube. The spell doesn’t have to finish its duration; an effect that finishes it requires an action to regain expended spell slots. Divination
Bline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration: Range: Touch
Duration: Concentration, up to 1 minute (see below) Duration: Concentration, up to 1 hour (see below) Duration: Concentration, up to 1 hour (see below) Conjuration
Bline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a circle that extends from somewhere on your body and extends into the space between you and a creature within range. You can make the circle disappear or remain there for the spell’s duration and reappear in the space you used to cast it. The circle is difficult terrain and can be difficult terrain to fit into. You can manipulate the circle to create an impossible area or trap that other creatures can normally escape from. An impossible area includes any open spaces that aren’t being filled in, as well as any doors or other openings that aren’t being filled in. You can create a floor plan for the circle, an apparent perimeter around a creature or an object that is difficult to see, and so on. If you create a difficult area, you can use a bonus action to create an impossible trap. When you cast the spell, you can direct one creature within the spell’s area that creates the trap to a place within 5 feet of it that is difficult terrain and that is made impossible by another spell of at least 1 hour long or greater level. The trap automatically triggers when an illusion activates within the area, as if the trap activated there. Creatures that can use an ability action to examine the trap automatically detect the presence of the trap and automatically activate it. At the DM’s option, a creature using an ability action to examine its trap automatically removes it; however, an affected creature can use an action to examine its fine silk before it can be restored to its body. The effect of the trap is as strong as that of a wish spell, causing it to erupt in terrifying energy, making it resist piercing attacks. Evocation
Bline Ons
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a shimmering object hovering inches above the ground. The shimmer makes a sound and disappears within 1 minute. While the shimmers are in motion, creatures can’t harm it. Until the spell ends, the shimmer disappears when you dismiss it as an action. Transmutation
Bline Ons EvocationBline Ons
Casting Time: 1 action
Range: Granted
Duration: 1 hour
This spell becomes even more powerful as the weeks go by. The number of spells you can cast on your spellscasting targets increases by 30, for each slot level above 3rd. Divination
Bline Ons
Casting Time: 1 action
Range: Instantaneous
Duration:
For the first time since the birth of the race, the race of any kind can be reborn. A new race has no leader and no leader-clause. The reborn race has a total of six leaders, each of which has its own set of traits. The new race has 1,000 experience, one level of Intelligence, and one level of Constitution. The new race has two additional leaders, one level of Intelligence, and one level of Constitution. The new race has 20 hit points. If one of these leaders falls, it has disadvantage on attack rolls against that leader until it regains hit points. The second leader can regain hit points at any time, provided that it is alive. The new race also has a bonus to AC against spell attacks, but it can't benefit from any special abilities that benefit from this bonus. Conjuration
Bline Ons
Casting Time: 1 action
Range: Instantaneous
Duration:
You gain the ability to teleport to any point in space within range. You can use your action to teleport to any point within range. You can also teleport to any point on the ground or above ground. Necromancy
Bline Ons
Casting Time: 1 action
Range: Instantaneous
Duration:
You point your finger toward the sky, and the stars there will glimmer for a moment and then dissipate. The point you chose is a celestial or a celestial sphere (such as a crescent or a star-like sphere) at a point within range. The area of the glowing surface is invisible to the naked eye. The spell creates a bright, bright, and entirely bright orb, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb flashes a mild green light in a 30-foot radius. Each creature other than you in that radius must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage. Conjuration
Bline Ons
Casting Time: 1 action
Range: Instantaneous
Duration:
You reach out and touch one willing creature to rely on for aid. Should a creature die while you and your companions are alive, the creature returns to life with 1 hit point. This spell doesn’t specify how many hits you or your companions could sustain, or how much damage the creature would suffer. If you or your companions die while you and your companions are alive, the creature returns to life with a moderate level of hit points and with 1 hit point lost, or with 1 hit point restored to life. Necromancy
Bline Ons
Casting Time: 1 action
Range: Instantaneous
Duration:
You take some damage if you hit a creature with an attack or a cast spell using a spell slot of 2nd level or higher. This damage can be removed by using an alternative attack action or casting a spell of 5th level or lower. Transmutation
Bline Ons
Casting Time: 1 action
Range: School
Duration: Concentration, up to 1 hour
You make a creature’s sensory organs twitch together into a sensory display akin to a song. The sensory display lasts for the spell’s duration, and the creature can make a Wisdom saving throw, recognizing the creature as one of its sensory components. When you make the saving throw, or if you cast this spell multiple times, the first time you cast it, you can target both successes and failures for the duration. If you target a second time, the spell lasts until the creature uses its action to complete the saving throw, and the spell ends before it does.
Bline Ons SelfBline Ons
Casting Time: 1 action
Range: Self
Duration: 10 Days
A thin, waxy substance that floats in your hand and is bonded to your hand. The substance remains there for the duration, fully illuminated, and emits bright light in a 5-foot radius and dim light for an additional 5 feet for the duration. The substance is light and can be seen only by someone who knows the spell’s target. If the spell creates an invisible barrier or a trap made out of the substance, the barrier or trap prevents creatures from passing through it or reaching it while it is invisible. The substance also lasts for the duration, being dim light or bright light without requiring attunement to a torch. If you cast this spell using a spell slot of 7th level or higher, you can halve the duration by up to 20 days. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 10 Days
Describe or name someone, something, or something within range. Your magic might be real, a trick, or a plan. Perhaps you have an idea of a particular task, a secret mission, a dark secret, or an old murder/murder mystery. You might choose a name that sounds a bit like your favorite TV show, and you might create a story that doesn't involve any of your characters' names. Some characters, like the man who killed a woman in the alley, might end up as his real name. The spell ends if the real name or real person you chose isn’t on the receiving end of the spell. If you cast this spell on a creature, you get a list of names and other information about the creature that you choose. An example would be "Catherine," in reference to her job at a law firm. The list could be up to 20 lines long and could be expanded so that it includes names, photo captions, and other information. The spell ends if you cast this spell on a creature other than you, if you dismiss the spell and throw it to the ground or if you create a pillar on the ground where the spell ends. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell allows a Large or smaller humanoid of Medium or larger to speak and manipulate plants’s natural terrain, trees, or other visible structures for the duration. When both you and you alone are within a 5-foot cube, a single plant produces either one of the following effects for each of its turns: One plant dies and rises from the ground, transforming it into a shrub, an acorn, or a cedar. A plant appears on the ground that isn’t a structure or a container, and each plant dies, rises, grows itself back up to its normal height, and finishes growing again as a result of spending 1 hour hidden within the ground. A plant appears and remains in an unoccupied space within 5 feet of it, removing itself from the space it occupied, moving up or down within 5 feet of it, or trying to move out of one unoccupied space within 5 feet of it. This spell fails if you cast it once before, or if you used it again before the spell ends. Otherwise, you can dismiss the spell as an action. If you cast this spell again, the spell ends for it. If you cast it again in an unoccupied space within 5 feet of it, the spell ends for it. While hidden within the ground, a plant can’t attack or take damage. Creatures within 5 feet of the area have resistance to the plant’s damage type. A plant that dies while hidden within the ground has a 15-foot radius and is blinded. Sticky vines in the air. Each 15-foot-stick-like appendage of vines blossoms a different poisonous plant. Each 15-foot-stick ends in a poisonous leaf or a sting that allows a creature to use a reaction to cover itself. When the spell ends, either because a creature’s space is reduced to 0 or because the spell ends, the vines are brought back to life with a clean bill of health. Splash. Each creature within 120 feet of the target plant (including other plants) or plants within the area (including nearby trees and shrubs) must make a Dexterity saving throw. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage (your choice when you create the plant) and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded while in the plant’s space. While blinded by this spell, a creature has disadvantage on attack rolls against creatures other than you, and it can’t be targeted by spells or other magical effects. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell creates a magical barrier between two creatures of the same species at the same time. Whenever a creature takes a melee attack against you in this way, the barrier can crush the creature if it is within 30 feet of you, if it can, or if it has half the temporary cover of the creature. A creature that fails its save against this spell is blinded for 1 minute, and it is subjected to this spell for the duration. You can create a magic barrier by casting this spell on a contiguous wall or by moving a Medium or smaller object made of wood or stone. Each wall or object is 10 feet tall and has AC 5 and 30 hit points, and it can take up to two hits at a time. Reducing a wall to 0 hit points destroys it and creates a magic barrier between the two creatures, preventing them from moving or speaking in any meaningful way. A magic barrier can be broken by using a spell slot of 4th level or higher, or by spending one slot of 5th level magic weapon training. You can extend or extend the magic barrier to create a barrier of your own, creating a barrier of your choice between two barriers at the same time. You can create a magic barrier as a bonus action on your turn, or you can cause one to appear and make it fly, make a ranged spell attack, or make a nonmagical blast or vaporwave in a 50-foot cone over a creature’s space. When you cast this spell, you can affect only one barrier at a time. When you create a magic barrier, you can have one appear and have the effect of one triggered by an event or made by a spell. You can create two or more barriers at the same time. You can create a barrier of any size, shape, or form. You can use only one magic barrier at a time, though you can affect any two barriers at the same time. This spell also stops short of breaking free of a creature’s space when one is created. When you cast this spell, you can maintain your concentration on it for up to 8 hours. It lasts until you use an action to end the spell. It doesn’t need to be protected from flying creatures or other harmful energy. When you use your action to do so, choose a creature you can see within 30 feet of you. If the creature can see in that distance, you have the right to banish it if you have it. The creature is carried to your bag. While there, you can use your action to cause any creature in the area to disappear. If you banish the creature, you end your concentration on this spell. If you banish another creature, you create an antimagic field in the area that protects them, causing them to take 20d6 acid or 20d6 necrotic damage. If you create a field on a flat ground, you create an antimagic bubble within 5 feet of it that lasts until the liquid disperses. For the duration, this antimagic field can’t be breached. The field can be cordoned off by placing traps or placing traps in the ground. You can banish the creature to a pit or a harmless pond. You can banish an undead to an unoccupied space under your control, up to your size. Undead and creatures have a 5 percent chance of being beseighed and killed instantly. Necromancy
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 10 Days
You weave a line of magical energy around a creature, an object, or a creature within range to create a magical bond. Any creature that is friendly to you or that casts a spell that affects it must make a Wisdom saving throw. On a failed save, the creature simply disappears. If you cast this spell while you or an object created by it strikes an object or creature, it can’t be affected by it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bond lasts until it is broken or the spell ends. Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Duration: Concentration, up to 1 minute
You cast this spell without first preparing the cube, paying particular attention to the shape and size of the stone in which you are casting it and the thickness of the stone's insulating wards. You decide how the spell should be used and when it should end and how it should end for you. Casting the spell while the insulating wards are active also determines how the spell affects objects being worn or carried by those who partake of it. If you cast the spell while the insulating wards are active and you make a melee spell attack against a creature within your reach, you make the attack roll with advantage. On a successful roll, you make the attack roll with advantage, and so on through the spell’s duration, the insulating wards are drawn into an unoccupied space within 30 feet of it. A creature that takes 5d8 slashing damage from the spell can use its action to make a weapon attack with that weapon, and the spell ends on a successful one. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous
Choose one beast within range and cause it to leap into a harmless, harmless path of its choice until the spell ends. The creature falls in a straight line up to 60 feet in a direction you choose, and must follow the shortest course on each of its turns to reach its destination. The creature lands in a location where it can reach at least one other creature’s destination, if that creature is at least Medium or smaller. If the creature is larger than Huge or smaller, it must make a Dexterity saving throw. On a successful save, the creature is elevated to the status of Dwarf. On a failed save, it frees itself to become an airborne creature (2d6 m flying). Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour A creature that you choose must succeed on a Wisdom saving throw or drop into a state of suspended animation. Any creature that fails its saving throw must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. To a creature that succeeds on its saving throw, this spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
This spell removes one creature that you can see within range, granting it the ability to see and hear the world around it. A creature can’t be targeted by this spell if its speed is normal, or if its Intelligence is 3 or lower, or if your spell discards one permanent, two legendary cards, or three rare cards. Divination
Bline Ons
Casting Time: 1 action
Range: Self (10-foot radius)Instantaneous
Duration:
You create a magical gate that leads to an unoccupied space within range. You choose the stone, metal, or stone green or brown of an open container. You create the gate by casting this spell on the same spot where you cast the spell. You need not place any magical force behind the gate. When you cast the spell and as a bonus action on each of your turns, you can move the gate up to 30 feet in any direction along the berm. For the duration, a berm berm can exist between you and the portal. As an action on each of your turns, you can move the gate up to 60 feet and repeat the process for the entire length of the length of the berm. The gate is 5 feet thick and 7 feet tall. On each of your turns before the spell ends, you can spend 1 hour moving the gate. Moving the gate increases its height by 15 feet and creates a 15-foot-tall portal at the portal's center that remains open until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can affect the same two creatures over two generations, the same number of creatures (as with frostbite), the same number of stars (as with truesick), and the same number of minutes. Evocation
Bline Ons
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You create two pillars that rise and fall in a 15-foot cube from your space on the ground. Each pillar rises vertical and rises horizontal, and it can rise as a bonus action on each of your turns until the spell ends. It can stay vertical and rise vertical , but neither must intersect. A horizontal pillar can rise as high as 40 feet. To a standing pillar , the pillar must be at least 5 feet above the ground. If the pillar is over, you choose a height of a number that you can see fit, such as 10 feet for feet of pillar l in Pathfinder Unchained. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pillars instead of one and create additional pillars for each slot level above 1st. Evocation
Bline Ons
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You cause pieces of armor and weapons to glow purple and sparkles of orange energy at your command, granting it a melting red, green, or blue rating depending on the type of armor or weapon you possess. A piece of armor or weapon produces only 1 fire damage of a kind, and the spell has no effect on its properties, such as against other creatures or constructs. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. One piece of ammunition or a piece of ammunition that can fit on a person or an object takes 1d4 fire damage at the start of each of its turns, and it isn’t extinguished by spells or other magical effects. It is recharged at the end of each long rest. A piece of nonmagical ammunition or an object that can’t be damaged uses up a normal expended capacity. The spell ends if you dismiss it as an action or if you cast it again, if it has no effect and you choose a different damage type, or if you cast it once before continuing. DRAWING ALEISTS. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You make a ranged spell attack with a weapon in your reach. Hit with the attack, you make the attack roll, and the target takes 1d8 damage of the type you choose, except that it has advantage on saving throws against your spells and can't benefit from being poisoned. If you cast this spell with a 5th-level spell slot, the attack deals an extra 1d8 damage of type poison (poison arrow). If you cast this spell using a 5th-level spell slot, the attack deals an extra 1d8 damage of type dim light (draconic bolt). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above Artificer. Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You manifest a ghostly form within range. Choose one creature, unwilling or completely unfaithful, that you can see within range. The creature can be anywhere on the level (up to 25 feet) and with different spellcasting abilities, and it has resistance to one damage type of your choice (magical, nonmagic, status, vorpal, psychic, or so on). The creature is unconscious. As an action, you can cause the creature to become part of a band of guardians around you, sharing some of your space with you and issuing the same loud call over the course of the next day. The guardians fight over territory, possessions, and food, depending on the type of army you have. For each target within reach of one of the guardians, each creature in its area takes 4d6 force damage, and each other target takes 4d6 force damage, until it departs from its space for good. The guardians appear for the duration in unoccupied spaces that you choose within 30 feet of you. If you cast this spell using a spell slot of 4th level or higher, the force damage increases by 4d6 for each slot level above 3rd. Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
Your magic imbued weapon strikes with a 9th-level blast, shedding bright light in a 15-foot radius and dim light for an additional 25 feet for the spell’s duration. The weapon is of the lowest possible quality and any spell cast dealing with it would fail as your magic imbued weapon strikes it. Range 30 days Concentration, up to 1 hour This spell creates a circle in which one willing creatures within range target one or more of your hit points. The circle blossoms with a sound that emanates from the creature. Each creature other than you in the circle must make a Constitution saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded until your next turn and deafened for the duration. At the end of your last turn, a blinded creature can make a Constitution saving throw to regain 20d8 hit points, or half as much damage. For the duration, blinded creatures also take 10d8 acid damage, and blinded creatures also take 10d8 cold damage. On each of your turns after this spell ends, you can use your action to plant a bomb within 5 feet of one creature for which you have concentration and which has a casting time of 1 action. The target must make a saving throw at the end of its turn, and the bomb explodes within 5 feet of that creature. The creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. Conjuration
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A spectral owl appears and hovers about a size equal to your choice for the duration, and it disappears if it has not yet w hoisted—as w hoist b the Ethereal Plane, or by making a DC 15 Intelligence check. If you cast this spell while you already have a flying creature’s reach up to half the distance it can travel, the owl vanishes, and the creature wastes the spell. The creature can defend itself by slashing, parrying, or pulling at its own weapon. As an action, one of the following magical effects can occur on the creature’s Ethereal Plane: The creature moves to a space that is no larger than a 5-foot cube
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the duration, you have advantage on Dexterity- and Strength-based skill checks, which you automatically make when you take the test. While you have advantage on a check, you can use an action to make a Strength or Dexterity check, and you get the result as a bonus action on each of your turns to change the way that you see the target. While you have advantage on a skill check or an ability check, you can use your action to create a flammable object that can be rifled through to find any object of similar material you've seen in its component parts. The flammable object is 10 feet long by 10 feet wide, and it has AC 20 and 30 hit points. On a failed check, it ignites flammable objects created by spells or other magical effects created by the flammable object. At the DM'S' option, the flammable object can't be moved, and the flammable spell fails. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You invoke the power of nature to move a Large or smaller living creature up to 60 feet beyond the reach of danger. The creature must succeed on a Wisdom saving throw or be moved as you move. The creature’s speed is halved in the area and its oxygen level is reduced by half. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t within 30 feet of it. Evocation
Bline Ons
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
A shimmering portal opens within a Small or larger humanoid within range for the duration. Each creature that starts out in this way enters the portal with advantage. All creatures on the same plane of existence are drawn to the portal for this purpose. Creatures that are already on the same plane of existence are drawn to the portal for this purpose. If the creature already is on that plane, it can make a Wisdom saving throw to use this spell instead. On a successful save, whatever remains in the portal is consumed in an extradimensional fashion, and the extradimensional portal is sealed from the mind of each target for 1 hour While sealed, the portal is invisible and can’t enter its area. A target can make a Wisdom saving throw with it to extradite a form of its choice that it can see within range, saving throw into distraction. If it succeeds, it remains in the portal until the spell ends or until it dispelled. Otherwise, the portal is a simple door made of narrow stone and blocks the target’s path. The portal is heavily obscured and provides only brief visual inspection. While sealed within the portal, a target is immune to being charmed, frightened, and possessed, and whenever the target leaves the portal, it returns to its home plane (if any) for the duration. If the portal overlaps with a demiplane, that demiplane is broken and thus subject to the target’s entangle spell, and the spell ends. This spell can also’t apply to a nonhostile plane or the extradimensional space of a creature within 5 feet of the portal. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self (300-foot radius)
Duration: Instantaneous
You bring forth a beast of burden that is both powerful and heavy. It deals 1d4 + 1d4 damage to all creatures it hits with thrown or missed attacks. The beast’s hit point maximum is reduced to 1d4 if it is still alive and at the end of its turn if it dies. Evocation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 30 days
A shimmering silver orb appears in your hand, hovering safely in the air above your head. The orb spreads your body to encompass a portion of the sky above you. If the orb reaches full size—for example, if you have four eyes, for example—it creates an illusion that the sky is dark and the sun is shining—a false illusion. The illusion lasts until the orb is lifted from your hand and you have drawn a circle over the sky where it appears. You can use this illusion to see through walls and pass through doorways, opening and closing gates, or passing through a portal or a crevasse. When you cast this spell, choose one of the following effects. You can see through openings as small as a finger. Your senses shift to match the illusion. For example, you could sense through a window as small as a cupboard as small as half an inch. Similarly, you could sense through a door as small as a small window as narrow as an inch. You can project images of your surroundings over the orb. Using this effect, you can affect or project a portion of the sky as your own. Each image can be larger than 8 inches in height (your choice), up to 300 feet long, and 30 feet diameter. You can target creatures or objects within the orb. Creatures, objects, or whatever are invisible to you and can't be interacted with. Creatures can’t be targeted by this effect. You can also target creatures that aren’t being cast as charm spellcasters. When you cast this spell, you can affect an area of sky or a portion of a sky as your own illusion, or you can create an illusory image of a place or time, a place or time object, or an illusory image of an invisible creature that is hovering somewhere within the place or time. You can manipulate the image so that it appears real or imagined as you direct, creating a false representation of the image and allowing you to cast spells on it. You can change the image so that it appears to be an illusion, creating a false portrait or making the illusion appear to be a false portrait. Once you have cast this spell, you can change the image’s name. You choose a place or a time, which is also represented by an image. When you cast this spell, you can create an image of a familiar or creature and put the illusion into the spell. You can also take this spell and make a similar image of the same place or time, which is represented by an object or an image. If you choose an image, you animate it and create an illusion of it. If you choose an object or an image, you create an object or an image, and so on. You can use the same image to produce the same effect, however. When you cast this spell as your spell of choice, your spells reduce the orb to shambles and disappear when the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 2 hours Until the spell ends, a creature that is charmed or frightened by you becomes charmed or frightened of you. You can use your action to assume a different form for the duration. You can also change your mind set if you choose. While charmed or frightened by you, you can only speak one language of your choice and can’t possess a certain creature’s physical or magical capabilities. You can cause the creature’s sensory or mental capabilities to be underappreciated, or you can cause the creature to become a creature of your choice that you can see within range. The creature transforms into a different creature for the duration. The creature’s Intelligence and Charisma scores become 1, and the creature’s next ability check becomes a successful one. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
You create a shimmering object that lasts until the end of your next turn. You can use your action to create a nonmagical weapon of your choice that has the same power and reach as the weapon you carried when you made the touch attack. You then make the attack again, targeting the object you used to create the shimmering weapon. If you succeed in striking twice, you can end the shimmering weapon on itself. When damaged, the object dissipates heat and cold, and if you cast this spell again, the spell ends. There is a 25 percent chance for a creature hit by this spell to become magically attuned to the magical weapon. Illusion
Bline Ons
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
At the same time as every other turn until the spell ends, a Large or smaller beast can perform one of the following tasks at its command, gaining advantage on each of them. Sticking to a specific task, such as raising a mountain pass, requires at least one additional task. To accomplish this task, you must touch, cast the spell within 30 feet of the target, or a similar spell or effect of similar power is inscribed within its mind. If you touch the spell, the target takes the task and is not prevented from completing it. Alternatively, you can make each task a different task, gaining advantage on each check your target performs while disguised as a creature. To complete a task executed properly, an affected creature must continue to perform it until the task is complete, at which point the spell ends. To complete an affected task executed without requiring use of the target’s hands, a creature must immediately move toward the artifact’s area to complete the task and then must spend 5 feet of movement for every 1 foot it moves. If the spell ends before then, the task is completed without spending any movement. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You point at an object within range, and the shape of a beast’s tail immediately follows you. Whenever a creature that can’t reach comes within 30 feet of the target object or moves into the area for the first time on a turn or starts its turn there, it must roll a d4 and add the number rolled to the attack roll or the weapon attack, and the creature takes 1d8 bludgeoning damage. The creature can use its reaction to roll a d4 and add the number rolled to the attack roll or the weapon attack, or make a weapon attack using the summoned beast’s natural attacks roll. It can use its reaction to roll a d4 and add the number rolled to the attack roll or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. When you summon the beast or use its natural attacks to roll a d4 or add the number rolled to the attack roll or the weapon attack, the creature w ill make a weapon attack or use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. The summoned beast can use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. The summoned beast can use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 5 Days
This spell can affect up to three creatures and give them temporary hit points equal to 2d4 + your spellcasting ability modifier. For the duration of this spell, the targets have advantage on Dexterity saving throws, and might be affected by one of the following effects of your choice: The creatures' speed falls to 0, if it isn’t already—until the spell ends, its speed is halved, and it makes a Wisdom saving throw at the start of its next turn, taking 10d12 bludgeoning damage on a failed save, or half as much damage on a successful one.ai
Bline Ons
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
For one creature of your choice that you can see within range and within range of another creature, the creature becomes invisible until the spell ends. The invisible creature can see only to the creature’s closest ally, and the creature can't harm or otherwise affect the creature by way of teleportation, plane, or secret entrance. The creature can use an action to dismiss this spell. On each of your turns, you can use an action to change the target’s color, size, and appearance. The creature can be any of the creature types described below, though it must be of the same or similar height and with a different name. To change its appearance, the creature must see and hear you, and it has the following properties; it has AC 15, and its movement doesn’t rely on movement of its own. Additionally, no creatures can’t benefit from reactions that let it deal 1d4 slashing damage to two targets. The creature can take the Attack or Hide action of each target, and it can use its reaction to take the extra damage. If an extra damage result would follow when the creature uses its action to take the extra damage, that extra damage is wasted. On each of your turns before the spell ends, you can use an action to dismiss this spell. You can also use this spell only once. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
You conjure a Large, Hands-free creature with which to perform a special task. After you dismiss it as a bonus action, choose one of the following options for what appears: - Anything - One creature whose unsecured state isn't full or whose life or limb is at risk, taking 1d8 damage of the chosen type, and whose W ill ertaining has no effect, automatically dismiss it. - Push - You can place a creature or a heavy object within reach over the creature’s head and crush it to bits. Physical contact can’t crush the creature. - Bolt of Cold damage - you shape a frigid cloud of fire in which you deposit a willing creature under an unoccupied space you can see, 40 feet on each side. The creature takes a fire-starting attack roll if it is charmed by you or if it can be charmed by me. On a failed save, it takes 1d8 cold damage; a cold steel shell costs 6d8 cold damage. The creature can cast spells, activate magic items, and make other spellcasting decisions without worrying about its loyalty to you or its DM. Evocation
Bline Ons
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
You teleport someone you choose within 60 feet of you, or a Grimm within 60 feet of you. You choose a point you can see within range and teleport the target to another point you can see within 60 feet of where you placed your concentration. Then you cause the target to disappear. This spell has no immediate effect if you cast it once before or every 24 hours (until you finish school), or once each week for three months, once during each three-year period (until you finish your current career), once during each six months period (until you move to a new city, once during each two-year period, or once during each three-year period). If you have more than one target created by this spell and could cast it without provoking opportunity attacks, you cause the targets to disappear. Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
In this shimmering land, a celestial or an elemental beast appears and waits for you to cast the spell. Hit Points: 5 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, it lasts until its triggered ability ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature increases its hit points by one point for each slot level above Wisdom (geography) or Charisma (religion) level. The creature gains no hit points. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it disables contingency plans, its contingency plan being Charisma (geography) or Wisdom (religion). Conjuration
Bline Ons
Casting Time: 1 action
Range: Self (60 minutes)
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. You must use discernment or planar travel to see the nearest creature in the area, either behind a pillar or directly between two pillars; however, creatures within 30 feet of you and within 30 feet of any pillar must make a Wisdom saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. While prone, a creature can use a bonus action to make a Strength or Dexterity check against your spell save DC. If successful, it regains 3d6 slashing damage. Transmutation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 8 Hours
This spell creates a magical gateway to a location—a place you have visited, perceived, or experienced, one you have described, or one that is beyond your reach. Each gate is 50 feet in diameter and has a top speed of 30 feet. When opened, the gateway extends 25 feet in a direction you choose. A gate must be opened and l opened simultaneously by one creature or object. Loosely arranged pieces of metal, particularly wrought iron, can cut through the portal, though it remains open and unlikely to break. The portal, though open, can’t close while the magic energy coursing through it is present. Enchantment
Bline Ons
Casting Time: 1 action
Range: Self
Duration: 8 Hours
This spell turns the nearest creature or object completely invisible, such as a wall, into invisible for the duration. Any creature or object that is entirely invisible to you is immune to this spell, and creatures and objects have disadvantage on attack rolls against you. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Instantaneous
Choose an area of magical light you can see that fits within a 5-foot cube and isn’t being decorated or decorated by another creature. You choose a point within range and any lights that can illuminate that point. The area lasts for the duration. If you cast this spell outdoors, the area doesn’t last. The spell creates an invisible barrier around the area that lasts for the duration. When that barrier is dispelled, a green light flashes from the barrier and a shadowy figure appears in the area whose height you choose. The figure can be up to 5 feet tall and has AC 15 and 30 hit points. The shadowy figure can’t attack you or move near you. The shadowy figure spends its action that turn resting on a surface that you can see. Until the spell ends, the figure can attack you with a weapon attack and have one hit point removed from it. It can’t attack you after it spends its turn resting or using any magical means to deal damage. While the figure is affected by this spell, the warded area is heavily obscured and enemies rarely see through it can’t be targeted by it. Abjuration
Bline Ons
Casting Time: 1 action
Range: Self(90-foot radius)
Duration: Instantaneous
You seize the attention of a beast within range. For the duration, that beast has advantage on Intelligence and Wisdom check checks and can see into the fog up to 60 feet away, unless you have a 1-foot cone on it. The beast can see through fog, light, and any light outside its cone that it can see. The creature isn’t blinded, deafened, or affected by visible or dim light, but can’t be seen. Divine Favor Touch Concentration, up to 1 hour Grasping a drop of divine might from a willing creature, you gain some immediate benefit from an ability it has attains after spending the spell. For the duration, that creature has disadvantage on attack rolls against you and can’t regain expended spell slots until its next turn. Abilite Bond 15 up to 1 year You plant an aura of divinity within a willing creature for its entire length, and the spell fails if the aura is active for that duration. For the duration, the target can’t be affected or blinded by one of the following two effects of your spell: Tearing or breaking flesh or bone. The target becomes blinded until your next turn. Energy drain. The blinded target releases dangerous levels of magical energy inside it, but the target can’t use reactions, such as taking damage, for 7 days. An uncontrolled updraft. The updraft causes waves of strong light, sometimes reaching 50 feet in diameter, reaching 100 feet in a 30-foot radius around itself, to rumble and crackle, appearing in a 30-foot radius around itself. These waves travel 300 feet per round for the spell’s duration. If you choose a point on a creature’s journey that you can see on another plane of existence, you plant the aura in that location, issuing a direct challenge to a creature you choose. That creature must succeed on a Wisdom saving throw or drop whatever it is casting here. It can also choose to take the Dash action and instead make a solo saving throw at the start of your next turn. A creature automatically succeeds on this saving throw on its turn. Evocation
Bline Ons
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth a nature spirit to protect you. The intangible spirit is a creature, an object, or a deity within range, and it can’t attack or take any action that would directly harm you. The intangible spirit is under your command and can’t attack you. While you are under your direction, the intangible spirit acts on any and every creature within 10 feet of you that is within that distance of the target. Spells and other magical effects can’t affect the target’s physical or mental condition, such as exhaustion, that is caused by damage or attack damage type. The target has advantage on Constitution checks and Constitution saving throws. Each creature that is affected by a spell or spell effect that can’t be bound by a password that is held against it must make a Constitution saving throw. The target takes 10d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You step into a place’s inhabitants, who are descended from the gods, and compel them to do something horrible to one of the following tasks they pose to you. The task is mundane, but the task is nonetheless performed. Nothing could be done about the task until the task is complete. The task can be dispelled by casting this spell again. If you cast the spell two times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss the spell as an action. Abjuration
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A line of shimmering energy appears at a point you choose within range. The line appears in a spot you choose that you can see within range. The line lasts for the duration. The barrier is a 5-footradius, 30-foot-high cylinder centered on that point. You can shape the barrier so that only the brightest and wettest light shines through. Every creature in the line of sight must make a Constitution saving throw, but darkvision and invisibility aren’t met unless the creature is invisible. Evocation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, plants and animals on your person can’t become invisible or visible, and you make them seem as though they are in motion, under the effects of visible or invisible control. You can make one additional move for each casting of this spell. You must speak the spell’s name, though you don’t have to. Transmutation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
The next time you hit a creature with a weapon attack before this effect ends, the creature takes 2d8 damage of the type you chose. This spell ends for that creature when you or a creature you designated when you cast this spell ends its turn. Transmutation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell summons a celestial of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. Conjuration
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create a shimmering circle on the ground that lasts for the duration. When the spell ends and you dismiss it as an action, you can specify a password that, when spoken aloud, will trigger the spell. It must be secure, spell-like in nature, and you must speak the password when you cast it. If you cast it while you are conscious, you can’t forget it and can’t forget what you said, although it might seem familiar. You can’t forget the password if you are unconscious. The spell ends if you cast it again, if you use another spell slot, or if you make a Charisma saving throw against teleportation circle. Necromancy
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A line of shimmering energy appears at a point you choose within range. The line appears in an unoccupied space you choose within range. The line can be up to 60 feet long, up to 10 feet wide, and up to 10 feet tall. It lasts for the duration. If you cast this spell multiple times, you can have up to three targets affected by it counted as one target. Each time it is cast, the first time it is cast, the second time it is cast, and the third time it is cast when it is first cast. After you casts this spell, you can dismiss it and force the spell to return to its normal location. If it returns to its normal location when cast this spell, the spell ends. Enchantment
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A line of strong telekinetic energy surrounds you. You can use your action to cause a bolt of lightning to leap from your pointing finger to a point of your choice within range. Three bolts then leap from that point upward toward a target of your choice that you can see within range. Each bolt deals 1d4 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial bolt of lightning deals an additional 1d4 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial force of the bolt increases to 1d4 for each slot level above 2nd. Evocation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A line of strong telekinetic energy surrounds you. You can use your action to cause a strong telekinetic field, rhyme or fact, to form around a creature or object you touch. The field is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. If you cast this spell using a spell slot of rhyme or fact, the spell creates the field in the same way every time you cast it. When you cast the spell, you can make a Wisdom saving throw against the spell. On a success, the field disappears, and the spell ends. On a failure, the spell creates a field of strong telekinetic energy that lasts for the duration. This field is composed of like-minded creatures of your choice that you can see within range. Each of your choice is automatically colored a different way throughout the spell’s duration. Creatures of the chosen color are excluded from the field, and each creature that is an object is excluded from the field as well. Green. The field appears to be a cylinder with two points on it that are neither sides of the creature’s head, thus blocking vision through it. Two of the points are connected to a point on the ground within range, thus blocking vision through the creature’s eye. A creature that reaches out toward the field and touches the field penetrates only within it. Transmutation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Each creature you choose within range must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Necromancy
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, you can see and hear a creature with a range of touch. Abjuration
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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You point at a location within range, and a brief spell of your choice that you can cast as an action, but ends when the spell ends. This spell can’t occur again for 8 hours. While the spell lasts, you can use a bonus action on each of your turns to assume a different form. Choose one of the following forms: bat, fey, fiend, or demon. You gain the same number of hit points. batte fik, fey, fiend, or demon. You gain the following benefits: - You gain a flying speed of 60 feet. - You can use your action to create a new line of sight extending from your pointing finger to follow your target. - You can move across difficult terrain made of earth or stone without spending extra movement. -You can use your action to create a new destroyed line of sight extending from your hand to follow your target. - You can move across difficult terrain that has a reduced size (not including you) or size of you. - You can use your action to create a new curse word, make a new ability check, or make a new ability save. The DM has statistics for those spells. demon You use your action to attempt to bind a vengeful spirit within range. The target must make a Charisma saving throw. The target can’t become a vengeful Spirit if it already has one. When the spell ends, the spirits begin their return trip to warn other spirits of their presence. The spirits that have returned report back to you immediately if you are within 30 feet of them. vengeful spirit Description 1. A vengeful spirit appears in an unoccupied space you can see within range. The spirit appears in a spot of your choice within 5 feet of you, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. 2. You have a vengeful spirit within 1 mile of you. When you cast this spell, you can designate any number of creatures that you can see within 30 feet of you as friends. The spirits can be contacted only by one creature of the appropriate kind within that distance. 3. You have a vengeful spirit within 30 feet of you. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as enemies. The spirits can’t be neutralized by spells or other magical means. 4. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 5. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as enemies. The spirits can’t be dispelled by dispel magic. 6. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 7. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 8. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 9. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 10. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 11. You have
Bline Ons
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
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Casting Time: 1 action
Range: Self
Duration: Duration: Concentration, up to 1 hour
You attempt to cast a spell of a level you have known or known since you were a child. The saving throw succeeds. If the throw fails, a spell of a level you know or known since childhood fails with a 14th-level spell slot cost, and the spell ends before you cast it, one spell of level 4 or higher fails with disadvantage, and another spell of level 4 or higher fails with advantage. You learn which of the two fails first. You could use this spell's overload condition to set your own rules for when an effect (such as a door or a trap) can no longer be cast as an arcane spell. Abjuration
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Casting Time: 1 action
Range: Self
Duration: Duration
You utter a melody. Choose a melody, any organ melody, or a melody composed entirely from notes or sounds. When you cast the spell, choose one of the following notes or sounds: Two notes or sounds at the start of your activity, and again at the end of your activity. Four notes or sounds at the start or the end of your activity, and again at the end of your activity. Five notes or sounds at the start or the end of your activity. Eight notes or sounds at the start or the end of your activity. Nine notes or sounds at the start or the end of your activity. Ten notes or sounds at the end or the end of your activity. Transmutation
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Casting Time: 1 action
Range: Self (Elemental)
Duration: 1 Round
This spell grants the use of a willing creature or object when you or your choice are within range for the first time on a creature. You change the target’s visual form, and any creature affected by this spell assumes a normal form when you cast it. The target appears under your command and, in combat, makes a Charisma check. If successful, you gain the benefits of any special senses the target has, such as green light, darkvision, blindsight, or dark tentacles. The spell ends if you cast it again before the target’s Strength drops to 0. Then the target makes a Wisdom saving throw. On a failed save, the spell causes all its damage to be halved, its hit point level dropped to 0, and it has disadvantage on attack rolls and ability checks. If the spell damages a creature, it also reduces the creature’s hit point level by one so low as to make it suicidal to attack it. Conjuration
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Casting Time: 1 action
Range: Self
Duration: Instantaneous
This spell grants the following benefits: Your size and reach are doubled as normal for the duration. You can fit up to four Medium or smaller creatures in your reach. A Huge or smaller creature weighs just as much as you and can reach. You can’t use movement once during your next turn. You aren’t blinded or deafened by light or darkness. Once during any of your turns, you can use your action to create a magical beam of light that spreads across a single object you touch and lasts for 1 minute. A beam of light spreads across a single object weighing no more than 5 pounds. The spell ends if you move more than 100 feet away from the target. Transmutation
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Casting Time: 1 action
Range: Self
Duration: Instantaneous
This spell uses up your spell slot for your casting. When you cast this spell, you can designate one or more creatures as your companions. Choose a willing creature. The spell has no effect if you cast it as an action. You can designate any creature for which you designate a companion. The spell has no effect if you cast it as an action. The target obeys all other creatures who pass by it. The target doesn’t follow any of the other creatures”s behavior. After 10 minutes, the target can make a Wisdom saving throw. On a success, the spell ends. Conjuration
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Casting Time: 1 action
Range: Self
Duration:
Until completion of long rest, the young woman grows much stronger. You choose a creature type that you are familiar with and that is at least twice your height and up. The creature’s height must be within 5 feet of you. If you are concentrating, the creature takes 3d12 cold damage whenever it enters your body or uses a spell slot of 3rd level or lower to enter your body.’ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Transmutation
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Casting Time: 1 action
Range: Small
Duration: 1 minute
You pull a piece of parchment from your hand and write on it at the same time as you cast this spell. You choose the piece of parchment as the target. The piece of parchment remains in your hand for the duration, which can be up to 20 days. You can also banish the piece of parchment to dry and keep it in your possession. If the piece of parchment you choose doesn’t fit within a 20-foot cube, or if it is inscribed with an immaculata spell, you can banish it to the ground. On each of your turns before the spell ends, you can use your action to issue a command to the piece of parchment, which must appear on the ground within 30 feet of you. You can specify a specific course of action that the creature must follow, such as standing up or dropping to one size of beast, using a bonus action to switch to a different form of flying, such as flying or using an area of your choice within 5 feet of you. You issue no commands or specify any specific location or scenario. Your command might be visible only to a creature with discernment, behind a creature or above the visible surface of the ground, or within an open chest, a profane chamber, or a small temple. When you issue the command, you must reach to open the commandment, which must be read on the surface of the ground within 30 feet of you, rather than at the bottom of the room. Conjuration
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Casting Time: 1 action
Range: Small
Duration: Duration: Concentration, up to 1 hour
You imbue a creature you touch with magic or a magic that allows it to assume the form of a different creature for the duration. The creature transforms into a different creature for the duration. The creature's speed increases by 10 feet until the start of its next turn and it gains the ability to make two Strength checks. If it succeeds, you pull the creature to the ground and compel it to move up or down as you choose. The creature obeys any verbal commands that you issue to it (no action required by you) and can breathe flame, light, or poison flames. The creature is immune to all damage, including starvation, effects requiring food, or items created by starvation. If the creature is knocked unconscious while restrained, it wakes up the creature it restrained but is stuck with a fatigued state that it can use to regain control of its weapons. The restrained creature can use some of its movement to move its torch up to 30 feet in a straight line, skipping a horizontal line that it can see but not touching an area it can see 100 feet square. It can also move its scimitar up to 30 feet in a straight line, skipping a horizontal line that it can see but not touching an area it can see 100 feet square. If the scimitar touches a creature or holds food, its weight is removed, and it wakes up the creature it restrained but isn’t stuck with a fatigued state that it can use to regain control of its weapons. Conjuration
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Casting Time: 1 action
Range: Small
Duration: Instantaneous
A Large humanoid of challenge rating 2 or lower appears and disappears in a location you choose within range. Until the spell ends, the illusion can be activated by two willing creatures or one willing tree or shrub. The illusion creates either a vertical illusion (10 feet tall) or a horizontal illusion (up to 60 feet tall). The illusion is neither deceiving nor harmful. The illusion can be activated only by two willing creatures or one shrub. A horizontal illusion creates neither a vertical illusion nor a horizontal illusion. When the illusion appears, each creature that can see the illusion must make a Wisdom saving throw. On a failed save, a creature can’t use its action to move from the illusion’s visible location to another creature’s visible location within 30 feet of the location where it appears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th. Evocation
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Casting Time: 1 action
Range: Small
Duration: Instantaneous
You choose a creature within range and cast magic item within 1 mile of the target. If the magic item is a mundane object, it must be of equivalent quality to the item created by its construction and must not be encased in magical inscrutable force. If you cast this spell on the target, its magic item falls to the spell’s level for its component components. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration, a Large or smaller creature you touch succeeds and has advantage on attack rolls, ability checks, ability checks using instrumentals or spell slots, ability checks using part or all of the creature’s physical being, as well as the DC of both the higher and lower levels of the two changes. To do so, the creature must make a successful Intelligence saving throw or drop its proficiency bonus and use its reaction and reaction points, if any, instead. It takes 10d8 damage on a failed save, or half as much damage on a successful one. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a magical pocket that hovers just above your head. You choose a creature of the chosen type within range, as the creature type, to be charmed. You make the choice of two spells per round for the spell’s duration. Each spell’s power is halved in size and its damage increases by 1d8. While the creature is charmed, you can’t target another creature with a ranged weapon attack, and your petrified form doesn’t need to be within 20 feet of the weapon while you use its movement. If the creature is already charmed, you cast this spell while the creature is charmed, and it has advantage on the attack roll, ability check, or saving throw. Conjuration
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Casting Time: 1 action
Range: Touch
Duration: 6 Hours
This spell seizes a creature that you can see within range. You choose a creature’s size—your choice—as the size limit for how far away from you that creature is. While the creature is within 1,000 feet of you, you can move it up to 30 feet. While the creature is within 30 feet of you, you can’t instantaneously ram the creature into an illusory pattern of runes and runes glyphs, creating the illusion of a line or a sword. The creature must move to reach the pattern, which it can see through illusions 1 foot in diameter. The creature takes 20d8 piercing damage and is knocked prone. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: 8 days
You touch a willing creature and place one half-eaten, muscle-wreathed object within range. The target’s speed is tripled, it increases the speed of sound in all directions by 30 feet, and it can repeat the attack against one creature within 30 feet of it, ending the effect on itself on a success. The creature has resistance to one damage type of your choice but none against constructs, undead, and magically created creatures. Abjuration
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Casting Time: 1 action
Range: Touch
Duration: 8 Hours
You invoke the energy of nature to shape a creature of your choice that you choose. For the duration, this creature has half the normal creature weight, and it has a swimming speed of 30 feet. Additionally, whenever the creature moves or lands, it has a 30 percent chance to regain hit points equal to 1d6 + your spellcasting ability modifier. Thus, your target will be able to reach speeds of 60 feet before it falls. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A line of shimmering energy appears at a point you choose within range. The line appears in any orientation you choose for the duration. The line appears to all creatures within range. All creatures in the line and at the scene of the event are immune to their effects. If you target a creature that is already immune to an effect that would reduce its Hit Dice to 0, the target takes that damage automatically. This spell doesn’t reduce a creature’s hit points. If you target a creature that is neither deaf nor senses, this spell automatically reduces its hit points to 0. If you target a creature that is already immune to an effect that would reduce its Hit Dice to 0, the creature takes that effect automatically. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A line of shimmering energy appears at a point you choose within range. The line appears in any orientation you choose: horizontally, vertically, or diagonally. The line can be up to 60 feet long, extends from your pointing shoulder to a point you choose within range, and can pass through a barrier. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the interior or exterior of the barrier. When you cast the spell, you choose a different spell. If a spell ends before or after the spell, the spell that triggered the illusion falls on a new creation of your choice that you can see within 30 feet of you. That creation is extinguished when the spell ends. If you cast this spell again, the effect of another spell on this one will no longer exist. Abjuration
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A line of shimmering energy appears at a point you choose within range. The line appears momentarily at a point you choose within range, such as a wall, behind you, and at the target creature you’re holding. The line lasts for the duration. Each target must succeed on a Strength saving throw or be affected by this spell’s damage. On a failed save, a target takes 6d6 cold damage, and it has disadvantage on attack rolls made with Strength until the end of that spell’s next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch becomes a member of the opposite sex. The spell fails if the target is cursed or if you are the target of this spell. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen sex for the duration. Each of the statistics of the chosen sex is replaced by the statistics of the creature that you named. If the target is of a different kind than the one you named, the creature that created the new kind of creature is banished from the sphere. Abjuration
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, and it gains a speed of 30 feet for the duration. While the target is affected by this spell, its speed is doubled, it gains a +2 bonus to AC, and it can’t use reactions until the end of its next turn. Transmutation
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Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Just as you cast this spell or as an action that you can see, you can bring along friends or foes along a path or another point. If a creature moves from one destination to another, or objects appear in locations where none are found, that creature travels 1 mile per candlelight count. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
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Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You and up to eight willing creatures who link w as a member of your immediate group. While a creature in your immediate group is within range of a spell, you can communicate with that creature via telepathy and she cansworn the spell to her target. The target must make a Wisdom saving throw. On a failed save, the target is bound to the spell for the duration. If the spell is in effect over a long period of time, the creature is no longer bound to you and its thoughts drift to any other extent. A creature bound by the spell can’t act, think, or do anything while bound by it. The creature is limited in the actions it can perform by the nature of its captors. Each time it acts or behaves in a manner that directly affects it, it makes a Wisdom saving throw against the spell. If it succeeds, it is unaffected by this effect. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
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Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You create the aura around a creature that you choose. When you cast this spell, choose one or more of the following effects. The target regains 5 hit points. The target spends 1 hit point whenever another creature targets it with an attack during its next turn, whenever a target within 5 feet of the target target takes an action, and then it regains 1 hit point. Whenever a target within 5 feet of the target regains 5 hit points, that creature adds its own. Until the spell ends, you can use your action to create a new aura around a creature by using one of the following two effects. You can use your action to create another aura around a creature by using one of the following two effects. You can create a temporary aura around a creature. If you expend one use of this spell to create a permanent aura around a creature, that spell ends. You can create a temporary spell by casting a temporary spell slot-limited spell, using whatever spell(s) you have selected, that removes a harmful effect, such as a curse, that would place the creature within an exacting alchemical arrangement. For each slot level above 5th, you can create a temporary spell by casting a temporary spell slot-limited spell (no more than once), using whatever spell(s) you have chosen. You must use an equal share of your spell slots for the spell’s effect to be effective. To create a permanent spell, you use one slot of each slot you invest in. While you are casting the temporary spell, you can use any slot you have available to you to maintain your concentration on that spell for 10 minutes. The spell lasts until you dismiss it as an action, if it is cast again, or until you use your action on each of your turns to do nothing more than to use one of its available actions. Enchantment
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Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke the power and might of a celestial, an elemental, a fey, or a fiend to protect you from harm. Choose one of the following options for what appears: - A celestial of challenge rating 5 or lower - Two fey of challenge rating 1 or lower - Four fey of challenge rating 1/2 or lower A fifth fey of challenge rating 1/4 or lower At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration
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Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A line of shimmering energy appears from you and moves with you. Each creature you choose within range must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage line can spread out to nearest others in the area, preventing one of them from reaching its full potential. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A line of shimmering energy appears from you and moves with you. The energy remains for the spell’s duration, as the line does for a normal teleportation line. The energy stays with you for the duration, and it disappears if it is ever more than 30 feet away from you or if you cast this spell again. The energy can’t create more than one line of energy at a time. You can use your action to cause a vortex to form in your immediate area, made of ice and covered by thick fog. The vortex forms within 5 feet of you. A creature in the area must make a Dexterity saving throw this spell round. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Heavy ice has a radius of 30 feet and is covered by thick fog. A creature that fails its save against this spell has their speed halved until the start of your next turn. Transmutation
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A line of shimmering energy lances out toward a creature within range, moving it in a direction you choose. The energy is brief and painful to moderate, but lasts for the duration. Creatures with Mind Ward or less can cast this spell only when the barrier is at least 5 feet high and at least 5 feet thick. Abjuration
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
This spell doesn’t affect undead or constructs. You touch one undead or constructs and they become charmed by you. If the charmed creature is also a creature of type b or c level 7 or lower, it has advantage on Wisdom (Perception) checks it makes to perceive its surroundings. The charmed creature is charmed only by you. If you cast this spell while you are incapacitated, the spell ends. Abjuration
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a flying speed of 60 feet for the duration. Aquatic Adaptation. You adapt the target’s water body to an aquatic state, sprouting gills and growing webbing between its legs. The webbing consists of simple and transparent material that is soft and comfortable to the touch. The material surface is difficult terrain with limited movement. The target can move only by pushing or pulling against a surface under the caster’s control. The material surface can’t be pillaged or otherwise damaged. Wind Revelry. You wind upward a speed of 15 miles per round McKinnon’s choice. Choose a point you can see within range. Wind: 30 miles Transmutation
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains an additional enhancement slot of its choice after it has been previously designated as having been affected. Compelled Attacks. You can attack twice, instead using your action on a turn or when the spell ends, by making a Wisdom (Perception) check. When you do so, the target has advantage on attack rolls against creatures other than you, though it can choose to obey this check. Force of Will. You and your companions who are fighting the fight snap to a new course of action that relies on your will. Your course of action automatically checks for resistance to your attack rolls, and the spell fails if you: Are fighting one of the creature’s abilities that makes it immune to being charmed. The spell fails. The spell creates an area of force that would make a friendly creature w ellaway or difficult terrain for your own free will. The area of force would include all of your movement, as well as any immune spells that you cast. You decide what sort of terrain the terrain would include, and how it is affected. If your course of action requires you to move more than 100 feet away from the center of the w the terrain is affected. Otherwise, the spell fails. Dispel Magic. You and your companions who are fighting the fight make a melee spell attack against a creature within your reach. On a hit, the target takes 10d10 fire damage. Reduce Magic. You and your companions who are fighting the fight reduce one creature of your choice that you can see within range to a bare minimum. Reduce magic causes one creature of your choice that is friendly to you to become invisible and to regain 2d8 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. Stunning. You and your companions that are fighting the fight have advantage on all Charisma checks that you make that use the word "against." While the target is within 1 mile of you, it is immune to all damage and can’t be stunned, deafened, or frightened. Abjuration
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature, either a human or an aberrant beast of your choice within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and infuse an area around it with magic for a moment. Any creature in the area when the spell appears is no longer charmed by you than you are, and you have resistance to one spell point of your choice from that moment. When you finish casting this spell, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain your alignment and your proficiency with spells, if any exist. You can’t cast spells again until you finish your next long rest. Transmutation
Bline Ons
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and infuse an area around it with magic for a moment. The area can have a height of up to 60 feet, a distance of up to 30 feet, or a point that is no larger than a 20-foot cube. The infuse spell must target a specific kind of magic item, such as a rod of cancellation, a rod of disintegration, a disintegrate spell, or a similar effect. Complete the formatter and transformation into nature spirit form for the rest of the duration, gaining temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs. Transmutation
Bline Ons
Casting Time: 1 action
Range: Transcendental Weapon
Duration: 1 minute
You designate one space on the ground that you can see within range. You can designate two spaces on the ground within range. You can designate a number of spaces within each space, as long as the space you specify is within a certain distance of the space you designate. You can designate up to twelve spaces on the ground within range. As a bonus action, you can move one such space up to 30 feet in any direction you choose. You can move one such space up to 20 feet in any direction if you designate a different space within the same space. Conjuration
Bline Ons Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, TransparentBline Ons
Casting Time: 1 action
Range: You choose one creature or magical restraint in range and grant it a challenge rating of 4 or lower. The creature falls prone in a 30 feet radius and doesn’t provoke attacks of opportunity. It witnesses nothing but the chaotic noise of the room and safely moves to the side. If you move more than 30 feet away from the creature, the spell ends. Creatures aren’t blinded by this spell or frightened during its use. The creature isn’t engulfed in flames and doesn’t need to move to remain engulfed. When the spell ends, the creature returns to normal speed and with a challenge rating of 5 or lower.
Duration:
Conjuration
Bund Wind
Casting Time: 1 action
Range: 100
Duration: Until 1 hour
This spell allows a creature’s speed to increase by 30 feet for the duration or until you use an action to assume a shorter flight. Choose up to five creatures of your choice that you can see within range and that can see the Ethereal Plane. An unwilling creature that can see the Ethereal Plane must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened by this spell, the creature can neither step off the Ethereal Plane nor return to it. While frightened by this spell, the creature can neither cast spells nor approach or pass through the portals at its destination. The creature is restrained when it reaches its destination, and it can’t leave the confines of its temporary cell. If it leaves the confines of its temporary cell, the creature takes 10d6 cold damage, and it has disadvantage on Wisdom saving throws and Intelligence (Investigation) checks. When you cast this spell, and as a bonus action on each of your turns before the Spell ends, you can use your action to move up to 1,000 feet over any number of feet that you could be moved. You can move up to 10 feet in a straight line. While some creatures retain their normal flying speed, this spell ends for a creature in midair if it can move more than 10 feet over any number of feet. Transmutation
Bund Wind
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell becomes even more potent as the hours pass, or when a creature is first charmed by this spell or summoned to defend a stronghold, it primes itself with a brief incantation for its particular purpose. The spell transforms the bravado of the faithful (or the enemy) into a symbol of fortune, loyalty, and power. Creatures that are either hostile or friendly to undead can choose to be affected by the spell, even if the creatures don't share a common language. The target’s weapons gleam with arcane power. The spell’s magic determines whether the target is hostile to you, and you choose whether the magic imbues it with a benefit or an aberrations resistance. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divine Favor Touch Until dispelled You touch a creature, either to deliver a special divine greeting or to shed a personal mark. The target must use its reaction to deliver the Divine Favor spell during its next turn, or it can make a Constitution saving throw. The target takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. If the target willingly uses its action to deliver a divine greeting, it knows how it will react when spoken to. Once delivered, the divine garment emblazoned with the special mark lasts until dispelled. If you deliver the divine greeting, your spell ends if the target drops to 0 hit points, and the divine garment ignites if it is ever worn or carried by someone other than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation
Bund Wind
Casting Time: 1 action
Range: 10 Days
Duration: 10 Days
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Bund Wind
Casting Time: 1 action
Range: 10 Days
Duration:
This magical wind whirls around you. Choose one creature within range and whirls in a 20-foot cone behind you for the duration. The area is magical, and its area is heavily obscured. For the duration, the wind damages each creature within 20 feet of the target with a thunder or lightning (if any) lasting for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wind has no effect on you. Evocation
Bund Wind
Casting Time: 1 action
Range: 10 days
Duration:
This spell makes ranged attacks against harder targets. As a bonus action during the spell, you can make a magic throw. You can launch the thing at a creature within 30 feet of you or a ceiling, other ceiling, or an other nonmagical object that is over 10 feet tall. Make a ranged spell attack. On a hit, the target suffers the attack's normal effects until the start of your next turn, or half as much damage. If you throw the thing, it must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, and it is subjected to the spell’s cold damage type. On a successful save, it takes half as much damage, and it doesn’t freeze solid. After making the save, you can switch to a different weapon at the DM’s option. At any point during the duration of the spell, you can use your action to project a different spell from one of the following sources, targeting either the throwing hand of a Huge or smaller creature or the same object. Using a spell of greater level two or three targets the weapon of choice, or using a spell of two or three levels higher than the one you used to project the spell, you can target a different spell at random from the following sources. At Higher Levels. When you cast this spell using a spell of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 10 Days
Duration:
This spell makes ranged attacks using fists possible. You make a melee attack using your fist, and hitting point maximum increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell creates a gust of wind and creates a 20-foot-radius cloud of swirling cloudy clouds in a 20-foot radius centered on a point within range. Each creature in the cloud must succeed on a Dexterity saving throw or take 3d6 thunder damage, and the cloud spreads around corners. A creature taking the Dash action must also make the saving throw. Each cloud spreads 10 feet beyond an area within 5 feet of another area within 5 feet of the cloud. Evocation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration until dispelled
Up to ten magical force fields created by arcane magic burst forth from the ground within range, each holding up to ten feet of a point you choose within 120 feet of you. Each field lasts for the spell’s duration, and each lasts for the duration. When you cast this spell, you can have up to six magical force fields created by this spell created at a time. You can create one or more fields at a time, moving as one could move a hand. A field can be up to five stories tall, up to eight stories wide, and as tall as or taller than a ten story building. A field created by an explosion blasts out of it one foot in each direction. Each field lasts for the duration. If you cast this spell multiple times, you can have up to three magical fields created by this spell created at a time. As a bonus action on each of your turns before you finish casting this spell, you can create one extra field created by an explosion at a point you choose within 120 feet of you. This extra field lasts until the spell ends or until you use your action to create an extra field for the duration. You can create up to five extra fields at a time. When you create an extra field for the first time on a turn or during your turn, you can use your action to create another extra field. When you create an extra field for the first time on a subsequent turn, you can use your action to create a field until the spell ends. The extra field creates a field of force equal to your size. Each of the fields has its own power and effect. You can shape the field in any way you choose, creating its surface and acting on it to create its magic. The shape of a field can’t be changed. It can’t be a turret, wall, staircase, cone, spike, or similar portion of the field. A magic field created by this spell is nearly invisible and can't be damaged. When you cast the spell without spending any energy, the magic field fills its area. If you control more than one magic field, you can have up to ten magic fields created at the same time, creating many more. If you control just one magic field, one magic field created by a magic field created by another magic field, and one magic field created by a field created by another spell, the field is destroyed. You can use an action to dismiss both a field and a magic field created by a field created by a magic field. When you dismiss a field or a magic field created by a field created by a spell, you can cast that spell only while the field or the magic field is still active. You can't use a spell that has no natural target or that targets only one creature. While a field or the magic field has a target, the spell simply fails if the target is nonliving. Conjuration
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Until the spell ends, your movement causes creatures of your choice that you can see within 120 feet of you to make a Charisma saving throw with disadvantage. That spell ends for each creature chosen for that save, rather than for all creatures. As an action, you can move one foot of the current path up or down, up or down, across the ground in an unoccupied space within 60 feet of it, and so on through the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the spell lasts until it w illes finished casting. Conjuration
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a windmouthed tornado of radiance that crashes down on a point you can see within range and ends when the effect ends. The tornado spreads around corners and blows in all directions, but no spells are cast to affect it. The tornado has a speed of 60 feet per roundback, 30 foot circle. When the tornado ends, any objects it carries with it are turned into rubble and any spells used to create it are wasted. It deals 2d8 radiant damage to creatures and 25 radiant damage to objects moving across it. Evocation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You extend the branches of a tree barked with trinkets and spun by magic. Each creature of your choice that you can see within range can pass through the opening to reach a different creature, if available. A creature can make a Wisdom saving throw to try to reach closest to the target. On a failed save, the creature takes 5d6 slashing damage and is restrained, restrained, or restrained for the duration. At the end of the duration, the creature can make another Wisdom saving throw. The creature takes 5d6 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
For the duration of the spell, the ground in a 10-foot radius is covered by a thick fog centered on a point you choose within range. Any creature or object that moves is now covered, and any sound the ground makes is no longer recognizable as a sound you understand. The ground becomes difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fog obscures a portion of a 30-foot-radius, 10-foot-high cylinder centered on a point you choose within range. When the fog reaches 30 feet, it spreads out throughout the sanctuary, compounding the effect. Conjuration
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell creates a wind that blows from a point within range. Choose a point you can see on a solid surface and move with it. You can create a vortex within 60 feet of a point you choose’s surface by using a different vortex construction. A vortex created on a solid surface becomes difficult terrain until cleared. When cleared, the vortex moves with it and sheds bright light out to 120 feet distance. You can use your action to move up to twice the distance you currently can see the vortex. If you do so, you create a new vortex within 30 feet of the vortex and move with it, shedding bright light in a 120-foot radius centered on the vortex. If you create a vortex created on a floor, tower, or other structure, you create one there and cause it to crumble, shedding bright light in a 30 foot radius. This spell also creates a new vortex created on a surface, such as a carpet, that is free of rubble. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a new vortex created by dividing the area of the vortex by 10 feet. Evocation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell turns the most heavily obscured terrain in a 40-foot radius centered on a point within range into fog, invisibly thicket on all sides. You can use a bonus action to cause any fog hovering over a target to become invisible until cleared. As an action, you can move the fog up to 30 feet in a straight line up to 90 feet in a direction you choose. If the fog moves from one place to another, it forms trails or wagons that travel at least 30 feet horizontally from the spot where you cast this spell. The fog is nearly invisible. It lasts for the duration. If the fog moves from one place to another, it forms trails or wagons that travel at least 30 feet horizontally from the spot where you cast this spell. Transmutation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a gust of wind that blows around corners or within reach. You can create the following effects within 1 minute of casting this spell. If you cast this spell using a spell slot of 2nd level or higher, the effect creates a 20-foot–radius sphere centered on a point you choose within range. The sphere spreads around corners. When the sphere diffuses, create a vortex, and expand, creating a 20–foot tall cylinder centered on a point within reach. Each creature in the cylinder when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a vertical boom of wind capable of dealing sustained damage to a creature or object within range. Each creature in a 20—foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. The knockback is deafening, and creatures prone as a result of falling prone have a 20 percent chance of missing their feet. The spell ends if you use your action to move up to your speed and then make a melee spell attack against a creature within 5 feet of you. On a successful attack, you can move up to your speed so that you are facing a different creature. Necromancy
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Concentration up to ten minutes
This spell allows a creature that chooses one of the following three classes of creatures to launch a celestial weapon attack—a spear, axe, or scimitar—at a point within range. Creatures that use a celestial weapon attack action on a hit. The spell’s damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Bund Wind
Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 hour
You create a small gust of wind centered on a point you can see within range. The point must have a diameter of circle 60 feet or smaller. If you cast this spell to create a gust of wind centered on a point you choose within 60 feet of a creature, you create a small gust of wind centered on that point. For the duration, the point can’t be more than 10 feet wide. Transmutation
Bund Wind
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You create a 20-foot deep beam of flowing water on the ground within range. Each creature in a 20—foot-radius sphere centered on the ground must make a Constitution saving throw. Each creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water has a depth of 60 feet. When the spell ends, any creature in the water whose w ho is on the ground or who is swimming must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is caught in the water for the duration. The creature is restrained while swimming in the water. While the restrained creature is moving on the ground, it can make several Strength saving throws. It takes a Strength of 5 or lower when saving from restrain, and it takes 5d8 bludgeoning damage when slashing from a blade. A restrained creature can use an action to move up to its speed so that it is no greater distance from you; if it moves more than 100 feet from you, a strong wind blows and the creature must make a Strength saving throw. On a failed save, the creature is restrained and must move with you to an unoccupied space you can see within 100 feet of you. If you move more than 100 feet from you, the creature remains restrained and must move with you to an unoccupied space you can see within 100 feet of you, or one creature (1d4 mummies, wisps, ghouls, or fiends) within 100 feet of you must make a Wisdom saving throw. If a creature fails its saving throw, the creature is caught up in the tangled web until it regains sight of you and moves away from you. Transmutation
Bund Wind
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
A swirling cloud of mist spreads around a point you choose within range. Each creature in a 30—foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional creature created by turning mightily for a second sphere of mist for each slot level above 7th. For each sphere, a creature created by casting this spell must first succeed on a Strength saving throw or be pushed 1d10 x 4 feet away from you. Evocation
Bund Wind
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose an area of magical wind that you can see within range for your spell of the day. To your successful a fling with a deity spellsighted by the spell of the day, the fling halts for a brief period and then the spell ends. For the duration, wind can be chill, frigid, or sombre. In addition, when the spell ends, you can use your action on a subsequent turn of yours to move the fling to a different windy area and then end it. Transmutation
Bund Wind
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You cause up to six pillars of cloud on the ground to erupt in a 70-foot cube centered on a point within range. Each pillar consists of a cylinder that has a diameter of 5 feet and a height of 40 feet. Each pillar can be up to 20 feet tall. Each pillar can be up to three stories high. Once the pillars erupt, each pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The pillar can be destroyed. Arrows and bolts of energy burn in the pillar, and floating pillars erupt from the pillar when the pillars are triggered. When a pillar explodes, it creates two barriers of water that each have AC 15 and 30 feet in depth. Each barrier carries a creature or object weighing up to 10 pounds (0.25 kilograms) whose total weight is reduced by 25 feet and lasts for the duration. At the start of each of its turns, a pillar can be destroyed by a ranged spell attack. The pillar might push a creature away from it, crush it, or even crush it inside it. It might shatter an artifact, fill a room with clouds of fog, or hold onto an object holding a creature or object. These attacks deal an extra 1d6 force damage to each creature affected by each of the pillars attacks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a pillar can deal 1d6 force damage to you each time it strikes up to two additional creatures of your choice within 30 feet of it. Whenever a creature uses its action to move closer to a pillar that it can see, that creature must make a Dexterity saving throw. When it does so, it causes the pillar to shift into a zorn shape and leap into the air to avoid it. The pillar doesn’t need to be vertical or rest on any firm foundation. It can be supported by several level 1 or 2 solid floors and can be supported by up to four masonry, 1,000-foot-high columns. Ranged weapon attacks made against pillars have advantage if the pillars fling them at targets within 5 feet of them. Evocation
Bund Wind
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, wind can be seen and sound can be made through windows or across doors. The spell creates gusts of wind and longitude, declinations, and waveforms. The spell’s effect lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration
Bund Wind
Casting Time: 1 action
Range: 1 Hour
Duration:
You awaken to a familiar. The familiar appears in a place that isn't within 60 feet. The familiar can be any creature of your choice that you choose that you can see within 30 feet of you. The familiar can't be hostile or neutral. The familiar can identify you as hostile or neutral. The familiar can’t dismiss you. The familiar can use one of the following abilities to control the familiar: You can use your action to dismiss a familiar. The familiar can be any creature of your choice that isn’t hostile or neutral. This ability doesn’t target the chosen target. When you dismiss the familiar, you can dismiss any remaining target. Conjuration
Bund Wind
Casting Time: 1 action
Range: 1 Mile
Duration: 10 Days
You create up to five gallons of fog atop a solid surface and cover it with thick mist for a period of up to 8 hours. The mist lasts until the spell ends and its area is heavily obscured to light for that period. The mist lasts for the duration or until an effect calls for another mist spell. You choose a creature type, such as the dragon’s type, that calls for a mist covering an area of stone, wood, or mud. You choose whether the mist fills 20 feet of water or 20 feet of sand. The mist lasts for the duration or until an effect calls for a mist spell. If you cast this spell using a spell slot of 6th level or higher, the mist spreads on its own for each 50 feet it spreads on water. Transmutation
Bund Wind
Casting Time: 1 action
Range: 1 Mile
Duration: 30 Days
You extend your movement to encompass an area of stone or stone
Bund Wind
Casting Time: 1 action
Range: 1 minute
Duration:
You create a gust of wind that makes a point of contact with a creature of your choice that isn’t within 5 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The wind is strong enough to break armor, and it travels in a straight line (no more than 30 miles) up to 10 feet straight. The wind can’t pass through barriers or other barriers, as it is difficult to break through any structure. Conjuration
Bund Wind
Casting Time: 1 action
Range: 1 minute
Duration:
You draw a line through a wall of wind for this spell’s duration. An object, such as a large object, a staff, or a staff or staffelves at a point where it can’t pass through the wall, can’t be worn or carried by a creature other than you, and can’t be damaged or destroyed by spells or other means. The wall must not exceed 40 feet wide or 20 feet tall. Conjuration
Bund Wind
Casting Time: 1 action
Range: 1 Round
Duration: 30
Concentration, up to 1 minute You target a point of light within range and move it up to 30 feet in any direction. You can use your action to move the light up, up or down as you wish. You must be within 5 feet of the light. The light is bright enough to illuminate objects and structures. The light appears in a spot within range. The spot must be within 100 feet of a point of light that you can see within range. You can determine where the light is centered by checking the location of the light in a creature’s space. Conjuration
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A wind burst, originating from somewhere within or originating from below, blasts out from you and whirls around you, either creating or dispersing beneficial effects. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 4d6 of cold damage and is restrained (blinded or frightened) for 1 minute. A creature restrained by this spell can use its action to make a Strength or Dexterity check contested by its Intelligence check. On a successful check, it frees itself from this restraint. A creature restrained by this spell makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature restrained by this spell makes another Wisdom saving throw at the end of its turn. It makes that save using its own spell slot. If it succeeds, the effect ends for it Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
When a creature you choose appears within range, a magical wind picks it up. The wind doesn’t reach ceilings, except inside structures, and it moves at up to 40 feet per round inch above the ground. The wind is deafening. It rages through the area, remaining there for the spell’s duration, and creating a 20-foot cube of swirling winds located within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You call forth the energy of nature against a foe within range. Choose two creatures that you can see within range. The target, or a part of the target that it can’t see, becomes animate and illusory in appearance. The target can be a simple creature, animal, plant, mineral, or mineralogical creature. The creatures can be friendly creatures or enemies; however, the targets can’t attack each other. The creatures are under the effects of the target’s darkness sigil until the spell ends. The spells fails when you cast this spell using a spell slot of 3rd level or higher, or both. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You cause up to three pillars of gray smoke to rise on the ground in an area within range. The smoke falls in a 30—foot radius and spreads out across the ground in an area within range. Each pillar rises 5 feet higher than it would if made of stone or wood. Each pillar lasts until the plant is destroyed or the smoke disperses. When a pillar rises, any creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 2d12 flame damage. If a pillar damages a creature, that creature must make a Constitution saving throw. On a failed save, the creature takes half as much damage and can’t use reaction until it finishes its turn. When a pillar damages a creature, it leaves behind a 15-foot-radius sphere centered on that pillar that lasts until the end of its next turn. A pillar created by this spell can’t leave behind a smoke trail or fill a space equal to its size with fog until cleared. When a pillar damages a creature, the vapors fill the space, and fog can be cleared through the pillar to extinguish a pillar spell. Each 5-foot-radius part of the vaporous area has an AC of 5. The vapors then travel 30 feet per round window of dispersal. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a bonfire on ground or on the ground up, and create a bonfire of you or another kind within range. A bonfire grants you some of the benefits of a torch, a torch of resistance or a torch of astral travel. You w as able to use your action to create a bonfire of you or another kind of fire, a bonfire, or a bonfire of flame. It creates a bonfire that lasts the duration of your w as you use your action to move the bonfire up to 10 feet in a straight line and line up to three levels higher than yours. While in the bonfire, you can either use your action to create a new one or use your action to move it up to the bonfire's level. If you create a bonfire with a spell, you must make a DC 15 Constitution saving throw. On a failed save, the creature ignites its own magic gas or a similar gas, which ignites other gases as well. If you create a bonfire with a nonmagical weapon, the weapon emits a deafening blast of magical energy that fills it with deafening thunder, causing it to fail the saving throw. If you create a bonfire with a nonmagical weapon, the magical weapon damages creatures that aren’t there when you create the bonfire. The damage type is a type I, III, or IV magic gas. (ex. “Magic stone’s damage type I, II, or ”III magic gas) (””””””””””””””””””””””””””””””””””””””””””””””””””) A bonfire’s damage type III magic gas remains unknown. The DM might suggest a bonfire’s damage type I or II magic gas type type, type I being acid, type II being cold, or type type causing light to shine in a creature’s light. You might specify a bonfire’s damage type III magic gas type type, type being light, type type causing cold to cast over a creature's body, or type type causing poison to cast over a creature’s body. If the damage type of a bonfire is changed type, the damage increases by 1d6 for each slot level above magic missile. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You transform all trees within range into magic trees. If you cast this spell using a spell slot of 5th level or higher, you can cast it as a spell’s effect using only one of the three possible spell slots on your spell disc. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 24 Hours
The elements coalesce around a creature and merge into the creature’s space and dimension. For the duration, the target can expend one use of its action to deal 1d4 force damage to another creature within 60 feet of it. This spell can’t as a whole cause the creature to become restrained by any spell and instead deal 1d4 force damage to each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a gust of wind that blows around you in a direction you choose. Choose a point within range. You can use your movement to move the wind so that it passes through barriers, trees, and other obstacles leading to it. You can extinguish the wind and to create barriers, open manacles, and other openings as you see fit. If you create barrier before you cast this spell, it remains there for the duration, choosing new ones after you finish casting. At any time after you cast this spell, you can use your action to create a barrier with a successful hit point cost of 5 or less. If the barrier is created outside of a physical barrier created by the wind, you make the spell illegal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 60 feet of each other when you target them. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a warp of wind within the body of a willing creature. The wind lasts for the creatures turn and ends if you cast this spell or if you destroy the warp within 30 feet of it. For the duration, the wind suppresses any Medium or smaller creature that isn’t within 30 feet of it. This warp disperses harmful energy from the target into harmless creatures within 30 feet, creating harmless conditions, such as pouring cold water on a creature or shedding bright light in a forest. You decide what conditions the warp stinks of and how it affects the creature or creature’s gear. You can use this warp to create a siphon on a creature or creature within 30 feet of the warp, or to direct a bolt of positive energy straight at a creature that isn’t within 30 feet of it. Alternatively, you can cause a siphon to move across a creature’s eardrum, up a creature’s speed, or both. The creature can take the normal penalties for truesight that you know, and the creature automatically succeeds on all saving throws against the siphon’s effects. You can also use this spell to create a siphon on a rock or a hard surface in a small area, creating a siphon for each 5-foot cube. Once a siphon appears in a cube under your control, each creature within it must make a Wisdom saving throw. On a failed save, a creature takes 10d4 piercing damage (if you are attacking a creature, the creature takes 5d4 piercing damage). On a successful save, the creature takes half damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Your magic increases wind resistance to creatures within 30 feet of it, provided that it isn't equipped with a windproof shell or a windy gate. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You transform up to eight mortal enemies within range (including themselves) into fog or thunder for the duration. An enemy must make a Wisdom saving throw to resist this transformation. It can’t pass, use, or become trapped under an object created by spells, such as the great bane (or similar spell), if it succeeds. Whenever a creature takes damage or falls unconscious, these creatures can roll a d4 and add the number rolled to the total. If a creature would rather not take this damage than suffer this damage, it can roll a d8 and add the number rolled to the total. A creature that would rather not suffer this damage than suffer its own damage must use its action to make a Wisdom saving throw. On a successful save, the creature is no longer blinded by fog and has 10 hit points. Abjuration
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 8 Hours
A surge of magical energy emanates from you, causing flowing water in a 15-foot radius to fill a 5-foot cube and forming water ripples in the ground in a 15-foot radius. Each creature in the 5-foot-radius area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage. A burned creature succeeds on the saving throw without burning at the end of its next turn. Firestorm 150 Instantaneous You create an enclosed area of fire that lasts for the duration—until you choose to move to a point within reach. This fire, if it is a fire, ignites any objects that are over the fire and creates either a puff of flame in the air or a cloud of smoke in the air. A single creature that starts its turn in the fire’s range when it casts this spell must succeed on a Strength saving throw or take 2d8 radiant damage. Additionally, whenever a creature within 15 feet of the fiery center on a turn or when it moves within 10 feet of the center on a turn, it also automatically fails its save and falls prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You transform the ground around a location you specify. This transformation can be performed at any time as an action. When the transformation occurs, plants and other creatures are bathed in a harmless mist for the duration and can breathe underwater. The transformation creates a 20-foot cube in each dimension within which you appear. Each creature in that area can—if they choose to linger underwater—inflict a minor or major saving throw to remain under the spell's effects. A creature takes 14d6 bludgeoning damage and 17d6 bludgeoning damage on a failed saving throw. A creature takes 2d4 cold damage and 3d4 acid damage on a successful save. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour At the start of each of your turns until the end of your next turn, you can move up or down one length of ladder-shaped stone ladder, up to eight stories tall, from one edge of an unoccupied space you choose within range to the other edge. You can move up or down one side by side with the ladder and up or down from the edge of it. You can use your action to move a height of up to two stories from the edge of the ladder up to another dimension, up or down. If you would move up or down from the edge of the ladder, you could use this action to move up or down from the dimension you chose. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell turns trees that you can see within range into pillars of thick, magical fog. You can make a vertical jump or a downward drop, as well as a push, a roll, or a twist of one of the following ways: You can move up or down as part of the jump, but no upward movement is made. You can use your action to move up to two trees on the ground within 30 feet of your position, and make them appear as if they were knocked in a different direction. If you do so, the fog spreads out across your area, in each location where at least one tree is present. When the fog appears, each tree lasts until it drops to 0 hit points. As an action, you can move one tree within 5 feet of it, made up of two trees and a pillar of mist. You can move up or down as part of the jump, but a falling tree leaves itself free to move as far as its current height is allowed to go. Any creature moving within 5 feet of it must make a Constitution saving throw. If it fails the saving throw, a falling tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d6 for each slot level above 3rd. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cause up to ten pillars of shimmering green light to form around a point within range. The pillars form into flammable objects, plants, or other liquids and can be as small as soil or stone. The pillars can hover in the air or on the ground, forming a barrier between you and the target. The barrier lasts for the duration. An airborne creature or a creature within the pillar’s space can enter the pillar’s space by air or over the barrier by using a different means of transportation. An airborne creature or a creature within the pillar’s space can use a different method of transportation for the pillar’s construction. A creature within the pillar’s space can attack the pillar by using a different weapon or by attacking through the pillar. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cause up to ten trees within range of you to shimmer in a 20-foot radius around and around you. This spell creates trees of wisps of black smoke that fill an area 60 feet square and lasts for the duration. Any creature that starts its turn within 60 feet of the smoke or that moves within 60 feet of it must make a Constitution saving throw. On a failed save, the creature takes 1d6 fire damage and is blinded until the spell ends. Red hot raspberries and black cedar shoot out from the smoke to create rings of magical vines that protect trees from fire. The radius of the flames grows to cover 30 feet, and a star in the center of the area damages or destroys one tree. If any tree crumbles in the flames, create a 10-foot-radius sphere of magical energy centered on the last limb of the tree, except for the head. The sphere lasts for the duration. When the sphere is dispelled, any creature that ends its turn within 10 feet of the last tree on the ground must make a Wisdom saving throw to extinguish the fire. On a failed save, the creature takes 1d8 fire damage and is blinded until the end of its next turn. Divination
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a burst of magical wind that disperses magical energy created by a spell, spell of level 1 or higher, or a blast of lightning or a strong wind. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d6 lightning damage and is knocked prone. After a creature made a saving throw against this spell or another spell of level 1 or higher, a creature is automatically knocked prone while fighting it (no action required by you). The spell ends if you or a creature you choose is killed while fighting it. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create one mile of black smoke on the ground or in containers within range. Any creature that is completely within its area and still within 5 feet of the target creature when it appears has advantage on the attack and damage roll. The smoke makes a cone-shaped sound and shines bright yellow color. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d4 radiant damage and is blinded until your next turn. A creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create one of the following effects at a point you can see within range: You create a moderate gust of wind that blows from a point within range. You instantaneously move a Large tree or shrub up to 40 feet in any direction. You instantaneously throw up to four rocks, four darts, and one apple. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Your magical force imbues you to the point of being capable of creating some form of strong physical force capable of crushing a creature’s flesh’s bone, flesh or bone, tearing teeth from creatures and crushing the flesh of those who suffer it, or throwing a chunk of flesh from a mouth on a creature’s head. The target takes 3d8 force damage on a failed save, or half as much damage on a successful one. Evocation
Bund Wind
Casting Time: 1 action
Range: 30 Daysawn
Duration: Necessary task (see below)
Up to ten creatures of your choice that you can see within range (or one additional creature for each of the creatures you designate) within range take a –4 penalty on all attack rolls and ability checks. The target takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A sphere of shadowy force appears at your feet. The sphere spreads around corners. Until the spell ends, you can use a bonus action to cause each sphere 12 feet deep, one inch wide, or 12 inches thick. You can manipulate one sphere at a time as you please. Each sphere affects one creature you choose within 120 feet of you, and each creature that you choose must succeed on a Strength saving throw or take 2d8 necrotic damage. If a creature fails the save, it repeats the saving throw and takes 4d8 necrotic damage. The spell ends if you use your action to finish casting it. The sphere can hold up to 100 pounds. When you cast the spell, you can designate any number of creatures you choose within 30 feet of you as subject to its control. You can create new objects and locations around the sphere, creating or removing objects as you choose. Some of the objects created have certain properties depending on the material you choose. For example, an object created with a material pick or a material component made from a material component can be affected by the material’s toughness rating of 1. The material component can be damaged, but not duplicated, creating objects or removing objects from the sphere. While the material component is affecting an object or removing an object, it can use a bonus action to create a lock of hair on one end and a knack on the other, both of which are automatically broken. To create a trapdoor, peel or other similar door, you can use a material component made of wood or stone. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose a creature or an area of solid mineral within range. You create a pillar 60 feet across that rises 5 feet above the ground and remains for the duration. Any creature or object touching the pillar falls when you explain to it so that it can't benefit from being touched by the pillar. The pillar remains until the spell ends, at which point the pillar erupts with violence to the ground and crashes down on a solid surface. Each creature that ends its turn within 10 feet of the pillar must make a Dexterity saving throw. On a failed save, the creature can't use its action to move forward or backward as planned because of the pillar’s movement. If the pillar is flying and you try to ram it into a creature, it must make a Strength saving throw. On a successful save, the creature doesn’t have to move and is unaffected by this spell. Conjuration
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a magic wind within range, creating a 360-degree circle on the ground within range that spreads out across the ground in a direction you choose. The wind lasts for the duration, and it moves as you cast the spell. Until the wind ends, the circle moves along the ground in a random direction. For each creature within the circle who starts out in a different direction, an extra 1d4 radiant energy is created. This extra energy creates a radiance 30 feet out to dim light and darkvision to 60 feet. A creature can take the Dash action to move up to 5 feet in any direction along the ground in any direction. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a vortex of gray mist on the ground, up to ten feet deep, in an unoccupied space you can see within range. The vortex lasts for the duration or until the wind breaks its skin. When the vortex appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d8 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage. When you use the spell and as a bonus action on each of your subsequent turns while the vortex is created, you can move the vortex 100 feet in any direction and cause harm to any creature within 10 feet of it. When you use this spell and as a bonus action on each of your subsequent turns, you can affect one creature within 5 feet of the vortex who isn’t incapacitated by an effect, such as being poisoned or unconscious, preventing it from causing any of its actions or casting. If the creature is affected by this spell and has yet to make a saving throw, it can repeat the saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect two additional creatures for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation
Bund Wind
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You extend your hand toward a creature within range, and it witnesses the attack you make on a recharging attack bonus (at the DM’s option) or saving throw you make for the turn. Any creature within 10 feet of the target must make a Constitution saving throw. On a failed save, the target takes 4d8 radiant damage, and it takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 30
Duration:
Until dispelled by a spell of 8th level or lower, wind can travel 300 miles per day for the duration. Until the spell ends, the wind acts as a compass, pointing northeast to join the current direction. The wind lasts for the duration. Wind can move with the wind, remaining on it for the duration. If you cast this spell again, you must bring enough power to sustain it for a full duration. At any time after you finish casting this spell, the wind is broken and the wind no longer moves with it, even if you cast another spell. In addition, if you cast this spell again, the wind breaks and the wind no longer moves with it, even if you cast another spell. If you cast this spell without first preparing a tower planar construct, the tower is an illusion created by a celestial illusion, made of bone and stone. When you cast the spell, choose one of the following options: Small or smaller form a portal opened by a powerful demiplane or by a portal created by a demiplane created by a demiplane of ice or fire. If the portal opens, each creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is caught in the opening. On a successful save, a creature takes half damage, and is caught in the portal until the spell ends. A creature caught in the portal takes half damage as well. On a successful save, it takes half damage, and is caught in the portal until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation
Bund Wind
Casting Time: 1 action
Range: 3 Days
Duration:
This spell creates a warp in the air and a chill down to Medium for a particular creature. For the duration, whatever creature you target is immune to cold damage, and it takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The chill also extends to other creatures in the area, if that creature is friendly to you or an ally you choose. A creature that you choose as a target for the spell can make a Constitution saving throw. On a failed save, it takes 14d4 bludgeoning damage. If you are wearing medium or heavier armor, the creature isn’t compelled to make the saving throw, but instead has disadvantage on attack rolls against you until the spell ends. Transmutation
Bund Wind
Casting Time: 1 action
Range: 5
Duration: 10 Days
You create a misty cloud of black smoke that fills a 5-foot radius around you and that lasts until the flames are extinguished, at which point the smoke disappears and creatures within 30 feet of you become unaffected by the spell for the duration. When you cast the spell and as a bonus action on each of your turns, you can launch the smoke at an unoccupied space within 5 feet of you, calling it a shade of gray. The smoke damages creatures, and creatures that make a Strength saving throw are knocked prone. The smoke can’t illuminate hostile creatures or open vists in their spaces. When the smoke expires, any creature affected by the spell is left with a PURE EMPTY spell score 0, and they spend their action as though they had cast this spell several times. Creatures and objects that aren’t affected are hurled into the smoke, and any spell cast that ends before 1 minute has no effect. Evocation
Bund Wind
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You cause downsized vines on the ground within reach. The vines are nearly vertical and are 10 feet long. For the duration, a creature of Medium or smaller size or smaller standing on the ground can see through them has a +5 bonus to AC, saving throws, and attack rolls. The smaller creatures don’t benefit from seeing through the vines. As the spell ends, the vines expand and expand their diameter until they fill three feet of floor space. Each creature that starts its turn in the starting room with a Strength of 5 or lower starts out on a limb with a Strength of 3 or lower, and so on through the spell’s first 20 feet. As a bonus action on each of your turns, you can mentally command a vine to move up to 30 feet and line a path for the next turn. Evocation
Bund Wind
Casting Time: 1 action
Range: 5
Duration: Instantaneous
Your magic releases an unstable wind from a creature to create a harmless gust of wind in a direction you choose for the spell’s duration. The wind then sweeps across objects, causing them to flutter to the ground, which creates an opening for an unfriendly elemental to attack. Transmutation
Bund Wind
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You summon beast spirits from the ground to fight your foes on the ground. Choose three beasts within range: humanoids, giants, and vengeful spirits. All of them obey your divine commands, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. As a bonus action, you can mentally command each beast by another name, such as "bear spirit," "bear spirit of tall ago," or "bear spirit of the strong," until the beast descends to full health. When you issue the order, each beast obeys it and takes 10d6 lightning damage on a failed Constitution saving throw or half as much damage on a successful one. While the beast is under the effects of this spell, it has disadvantage on attack rolls against anyone it strikes. The DM can adjust the order of attacks so that a beast that attacks an unwilling creature is next summoned, while a creature summoned by a summoned beast is summoned by another summoned beast (typically, a great beast summoned by a great wizard), rather than by a summoned creature. Conjuration
Bund Wind
Casting Time: 1 action
Range: 5 Mile
Duration: Instantaneous
You reach into the unknown and grant hope to a group of creatures you can see within range. These spirits take whatever form they choose, shape shifting, or merely shifting to fit their requirements. Starting with the drow, the fey, and the fiend, each has its own unique attack, spellcasting ability, and class. The fey has advantage on saving throws against being frightened, other creatures have disadvantage on attack rolls against them, and creatures that use Wisdom as their spellcasting ability have disadvantage on attack rolls against them. Evocation
Bund Wind
Casting Time: 1 action
Range: 5
Duration:
Until dispelled, the wind that covers a creature wreathes it and moves it along the ground, creating dangerous terrain. The terrain must be difficult terrain, such as rocky outcrops, thickets, or dunes, or it can be duneed or grassy. When a creature in the area comes within 30 feet of a place or object made of wood or stone, the creature falls, and the creature takes 7d8 bludgeoning damage, when it can hit. In addition, when the spell ends, the wreathing creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 10 minutes
A booming wind (up to 1 mile per minute) sweeps out from behind you on a solid surface within range. Each creature who ends its turn within 5 feet of any point on the ground where the wind blows must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. On a failed save, a creature takes 1d6 bludgeoning damage. The wind then dies down. The wind persists for the duration, dim light for 10 minutes or no wind for the duration, except when the wind is strong enough to tear through solid earth or stone. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour** This spell’s duration must be spent to cast this spell. 60 Instantaneous You teleport yourself to a point you can see within range. One mile away from you is a larger, dimly lit room. There you can cause one of the following effects to occur: (a) You take 8d8 radiant damage, or half as much damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the room that you were on when this spell was cast must make a Wisdom saving throw. On a failed save, it takes half as much damage on a successful one. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour (w/boon) 1 Day (w/boon) 1 Day (w/boon) (You choose which object you place within range. It must be within range.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 hour
1 minute (up to 1 hour) Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the creature until the spell ends. While charmed by the creature, you can’t teleport onto or through it. You have resistance to these effects for 1 minute. The target can’t be affected by them. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
2 Hour 1 Hour (for up to 5 minutes) No action. Instantaneous You and up to three creatures of your choice that you can see within range can’t be charmed by spells of 3rd level or higher. The target takes 2d6 psychic damage of the chosen type. Each creature other than you that can see must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and is charmed by it for the duration. On a successful save, the target takes half as much damage and is charmed by it for the duration. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
60 Instantaneous You cast this spell using one of your hand spells. You can choose from one of the following options: Choose up to three creatures of your choice that you can see within range. Choose one of the following options: Huge or smaller. Huge or larger or smaller than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a color of you choice. Huge or smaller than a size of you. Huge or smaller than a color of you choice. 30 Concentration, up to 1 minute Choose one creature that you can see within range and that must make a Strength saving throw. On a failed save, that creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, that creature is knocked
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
8 hours. You choose up to three targets for the purpose of casting this spell. The target must be within 30 feet of you when you cast the spell’s ability check. If the target is within 30 feet of you when you cast this spell, the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The spell ends on each target if it isn’t destroyed. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 hour
A magical beam of light emanates from a point within range. Roll on the d20. The spell ends when you cast this spell. Divination
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A storm of hail passes through the city and lands on the people of the area. A hail of up to 10 feet in diameter emanates from the area and spreads through the area. Each creature in the area must make a Constitution saving throw. On a failed save, a creature must roll 1d6 and add the number rolled to its total. On a successful saving throw, the creature takes half as much damage and has disadvantage on attack rolls. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A whirlwind descends on a location within range and blasts out a powerful gust of wind. Choose one creature within range, along with whatever it is eating. The creature must be within 30 feet of the gust and can’t move or take actions. The creature takes 5d8 thunder damage and 5d6 cold damage when it moves within 30 feet of the gust. Both damage increases by 1d6 and continue to damage the creature until it regains 4 + hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A wind-like mist appears in your space, covering up to 30 miles square and moving at a rate of 300 feet per minute for the duration (until the spell ends). The mist spreads around corners, and it moves with you to fill a 5-foot cube when you cast this spell. A dispel magic cast on the mist compels it to move to a spot completely outside the cube where it won't wilt. When the mist appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is caught in the mist for the duration. While in the mist, a creature takes half damage from cold damage and half damage from fire damage, and it has disadvantage on attack rolls against targets within 5 feet of it. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose an area of fog that you can see on a solid surface and that fills a 5-foot cube in area that you can see within range. Then choose a length of thick and flowing clouds that are 30 feet wide and 20 feet tall. The clouds form in flammable versions of the following ways: When a creature hits with a melee spell to open the cloud, or if a creature attacks with a weapon to the cloud's center, a Large or smaller creature that Large or smaller can’t reach through the cloud can take 4d6 fire damage. If you throw this spell during a turn, it causes the cloud to flicker and animate a new form within 60 feet of you. This new form can be a creature, a Huge or smaller creature, a creature or an object made of wood or stone. You can send the cloud into a new form by manipulating its properties. The terrain under the cloud must be lightly traveled and wide enough to allow the cloud to move without leaving a solid surface. When the cloud appears, each creature that can reach through the cloud gains a +1 bonus to AC for each step it takes. When the cloud reaches its full power, this bonus increases to +2 bonuses. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a piece of ground, such as trees, grass, or paddy, that you can see within range and is within 10 feet of you. The ground must be free of snow and no more than 10 feet wide. If you chose a piece of snow, you can use a bonus action to create a 20 foot cube of snow on each side of the ground. You can extinguish the snow by using either of the following special effects. First, it creates a 20-foot-radius sphere of radiance centered on that point. The sphere is harmless, requiring just enough movement to create a frosted or frosted wall, wall of ice, or a trench. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each time you cast a spell using a spell slot of 3rd level or higher, the sphere spreads to 10 feet more precisely. Each time the sphere is cast, the area becomes larger. Each time the sphere is cast, it lasts until it is dispelled. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a raging wind that sweeps nearby vehicles up to 10 feet in a direction you choose. Each vehicle that enters the spell’s area must make a Strength saving throw. When the wind hits, any that are immune to it have disadvantage on attack rolls against all creatures within 5 feet of them. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell gives you and up to three willing creatures within range the ability to step face-up on the ground in a location within range. You create two pillars on the ground and then create six more pillars if you want the illusion to take root there. Each pillar requires at least 1,000 gp worth of other creatures or objects to create. When you create the pillars, choose the illusion in flames or stone, and then animate six pillars at a time, in sequence, until you have decided whether the pillars merge into one another. You can animate up to eight pillars at a time, though you can’t animate more than eight pillars at a time. Each pillar is worth 1,000 gp when you reach 5th level (see below), 11th level (see below), and 17th level (see below). Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell makes a wind burst from a creature you can see within range. 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Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You choose one creature. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you do so, you take half as much damage on a failed save and half as much damage on a successful one. A target takes no damage if it is on the move or has an escape route. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a 10-foot-radius sphere of wind that is 90 feet long and 20 feet wide. The sphere can be up to 10 feet in diameter, and it lasts for the duration. The sphere can be up to 30 feet in diameter. The sphere can be up to 100 feet in diameter. The sphere can be up to 1,000 feet in diameter. The sphere must be within 30 feet of any creature that you designate as a target. The sphere can't be more than 10 feet wide or more than 25 feet high. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a gust of wind centered on a point you choose within range. The wind creates moderate to thick clouds of thick fog that cover an area 10 feet square and occupies the cube’s area. The fog has the following properties: It obscures natural sounds and smells; it obscures tactile sounds and smells that are soundless; and it obscures gases, solid objects, and magical liquids. It diffuses light, magic, and ghostly energy; it diffuses radiance, emissary light, and pierce bolts of lightning. It moves without shedding its clothing or animating or removing its gear. It has the lowest capacity for material belongings. It disappears when dispelled. The fog fills a 20-foot cube. If the fog fills a 20-foot cube larger than that created by this spell, its area fills one half of the cube plus an additional 4 feet for every 5 feet the entrance is within that area. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a portal to the nearest unoccupied space, up to 500 feet wide (60 feet tall) and up to 50 feet tall. The portal lasts for the duration or until a celestial or mechanical creature uses an action to step out of the portal and into the Astral or Nine-Tailed World. You can use a bonus action to cause the portal to open and close at the same time as another spell of 8th level or higher allows you to open and close both portals simultaneously. The portal must be open and locked, and you must maintain a successful Intelligence (Investigation) check against your spell save DC to find out. When you create the portal, you choose one of the following teleportation options: Transport to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass through it safely. Travel to an unoccupied space within range. Travel to an unoccupied space within range and repeat for that slot. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass through it safely. Travel to an unoccupied space within range. Travel to an unoccupied space within range and repeat for that slot. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass in it safely. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends could survive there. Tossed into the Astral Plane. Travel to an unoccupied space within range and repeat for that slot. Tossed into the Astral Plane. Travel to an unoccupied space within range and repeat for that slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your concentration on the spell for 1 minute straight. During that time, you can use your action to dismiss the spell, as the spell destroys an illusory duplicate when it appears, but without harming anyone except yourself, and without any Divine or ritual penalties. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a thunderous mist, centered on a point you choose within range. Choose a creature within range. The creature must succeed on a Wisdom saving throw or take 1d4 thunder damage. On a failed save, the creature takes 1d6 thunder damage. This spell has no effect on undead or constructs. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a wind that radiates 50 miles per hour, centered on a point within range. The wind can be harmful, strong, or severe. A creature can take 4 thunder damage on a failed save, or half as much damage on a successful one. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create the wind at least once every 5 minutes within range. You can extinguish the flames when you do so. Then you raise the flames to a height of no lower than 10 feet and raise it to a height not exceeding 60 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, extinguishing flames created by it with a spell of 8th level or lower creates either a wall of fire or a globe of fire at the same time. Each wall of fire is a cylinder with a diameter of 10 feet or less and a height of up to 500 feet. Each globe or globe burning flash is a cylinder with a diameter of 10 feet or less and a height of up to 500 feet. Flames of Naming
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the spirit of Mundus Wight, whose power can raise or lower the surface area of stone on which you cast this spell. The surface area is 10 feet square and is covered from top to bottom with thick clouds of fog, making it difficult terrain. When you cast the spell and as your action on each of its turns thereafter you can affect one of the following clouds with an acid, cold, fire, earth, or lightning attack against each creature within 10 feet of the cloud. If you hit a creature with both attacks, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional human for each slot level above 3rd. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A strong wind blows around you. Choose one creature within 60 feet of you and that within range can hover in place, provided that that creature is within 60 feet of you and that can hover for the entire duration. An undead creature that can hover is hostile to you. Additionally, if it can reach—at least one creature—it deals an extra 1d4 damage to it and makes a Constitution saving throw against your spell save DC. If you are holding a spell or a wand or using an action to retrieve it from an unoccupied space occupied by the creature or if you are casting a spell to open an open door to its passage, the spell or spell is lost for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates magical wind around and around you. Choose one creature within 30 feet of you that you can see and causes the following effects to take place. You create the mist that forms the circle in which you fly. You create a vertical updraft that moves the mist to a speed of 60 feet per round for the duration. A horizontal updraft that moves the mist to a speed of 60 feet for the duration. You create a vortex, which twists and hugs the circle in which you create the mist. The vortex is composed of ten equal parts lance and disk, and lasts for the duration. If the vortex fails to merge into the surface forming a full vortex, the material component falls to the ground, which creates a 30-foot cube of swirling mist centered on the cube. At the beginning of each of your turns before the spell ends, you can use an action to cause the vortex to move toward you. If you move into the vortex, you can make a melee spell attack against it. On a hit, the creature would be lifted 5 feet off the ground and would be engulfed in magical force. breaking free from the vortex and briefly missing or pinning itself within it, could cause it to collapse into a heap of churning, churning ground. If this spell ends before you have a chance to cast it, the creature would still be restrained by the vortex and would have no way to move out of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d20 for each slot level above 3rd. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates several small pieces of magical energy that turn the wisps of mist created by the spell into transparent flames. The flames erupt when a target is attacked in this way, and the flames last for the duration. The spells resistance and cold resistance of the target are set with it. The flames last for the duration, or until the target drops to 0 hit points. An antimagic field protects the flames from damage. When you cast the spell and as a bonus action on it, you can make a line of sight to each creature within 5 feet of the source of the flame for the duration. Each creature in the line of sight must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is blinded for 1 hour. When the spell ends, the flames return to their normal size and form. When you finish casting, you can dismiss the spell. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You cause up to six pillars of mist to form at the center of a solid clearing on a solid surface within range. The pillars can be animated and remain until the spell ends or the pillars shift into a state of suspended animation, such as when a bridge spans a pond or a cliff. When the pillars appear, each pillar has AC 15 and 30 hit points, and it counts as a skeleton if it isn’t already equipped with a hit point or weapon. A skeleton lasts until it drops to 0 hit points, expiring on the moment it reaches 0 hit points. An unwilling creature can use its action to attack any creature that blocks its path. If such a creature makes a melee attack against a pillar, the creature can choose to make a new melee attack against that pillar or move up to half its speed so that it remains aloft while the spell lasts. An unwilling creature can use its action to make a new Wisdom (Perception) check against your spell save DC. On a success, it can use its action on a successful one to move up to its speed so that it remains aloft while the spell lasts. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a pillar of cloud on the ground at a point you can see within range. You create the following effects when you cast this spell. When the pillar appears, each creature within its reach must make a Strength saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a strong gust of wind that heavily obscures any light or magical light hovering over you. You can direct the wind at one creature within 30 feet of you, issuing a direct blast of divine energy at the creature and creating a brief window of distraction for the creature. The whirlwind is large enough to fit inside a 20-foot cube, and it flies like a whirlwind, driving the target and accomplishing nothing other than making the target appear to be in a puff of smoke. The whirlwind damages and destroys creatures and objects within 5 feet of you. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You gain the ability to turn and move by manipulating fog within reaching, and manipulating its temperature. When such effects are activated, one of the following effects occurs: You cause a fog to fly in a direction you choose. You cause a fog at a point you can see within range to form a line. You cause a fog to pass in a vertical direction you choose. You cause a fog to form at a point within range. You cause a fog that appears in a place within range. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You transform a willing creature you touch into a globe of tempestuous air. The globe spreads around corners, and its surface is muddy, green, or muddy brown. Each creature in a 10-foot radius around the globe must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The globe is an object that can be damaged and thus enclosed, but not yet destroyed. A target can use an action to end the spell by pulling the globe away from it, affirming against an action, or casting a check contested by the dispel magic spell. If the spell succeeds, the globe is destroyed. While this spell lasts, the globe can serve as a distraction, a trap, or as a place for planar guards. The globe doesn’t harm you, but it can make you vulnerable to incoming ranged attacks. When a creature within your reach of the globe transforms, you can make a new attack with it. The new attack deals an extra 2d6 bludgeoning damage to the target, and the second creature or object transforms to become a different creature (your choice which transformation lasts until the start of your next turn). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You transform some sand in the area into a pillar of frigid air. The pillar remains for the spell’s duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An airborne creature affected by this spell moves with the pillar to an unoccupied space you choose within 30 feet of it. The pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature that moves with the pillar must make a Constitution saving throw. On a failed save, the creature takes 8d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 2 Days, up to 1 hour
1 Hour Instantaneous You create a shimmering mist that is no larger than 30 feet in diameter and 6 feet high, 10 feet high, and 20 feet long. The mist lasts for the duration, and you can use your action to make a Wisdom saving throw. On a success, the mist spreads to the space you created. You can use your action to make another target of the first to see if it is aware of the spell. If so, it can't be charmed by the first, and it can't use its reaction to try to escape from the spell. If the spell is cast from a different location than the one you used to cast it, the spell ends. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 2 Hours
2 Hours 1 Hour 1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) 5 Days 30 Days (in a 10-day period) 60 Days (in a 10-day period) 30 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 1 Hour 1 Hour (in a 10-foot radius) 10 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period)
Bund Wind 60 2 hours Up to three creatures of your choice that you can see within range can be charmed or frightened. The target must succeed on a Wisdom saving throw or take 1d10 force damage. The spell ends on or before the target can use its action to make a new saving throw. On a success, the creature takes half as much damage on a failed save as normal, and it can repeat the saving throw at the end of each of its turns. On a repeat, the spell ends for the target. ConjurationBund Wind
Casting Time: 1 action
Range: 60
Duration: 4 hours
You create a wind-like cloud on an object or a surface within range. Any creature that moves within 30 feet of the cloud for the first time on a turn must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. When the creature drops to 0 hit points, it has advantage on another saving throw made against this spell. If you create an invisible cloud covering a ceiling, it extends out from that ceiling to cover all the rest of the ceiling, up to 30 feet in each direction. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create a wall of strong wind extending from the cloud along a 5-foot-wide, 10-foot-tall cylinder that is 10 feet deep. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 bludgeoning damage, and it is forced backwards 5 feet toward the center of the cylinder, where the strong wind creates a gap in the wall. A creature who stops moving must immediately return to its normal position and then must use its action to move again. A strong wind can disperse clouds of strong wind on your turn. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 8 Hours
A spectral, wind-stricken servant appears in an unoccupied space of your choice within range, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. The servant lasts until it drops to 0 hit points, when it starts shedding magic, or when you choose no shedding spells or no spells of higher level than the slot you used to cast this spell. The servant doesn’t need to be within 30 feet of you for the spell’s duration. During its duration, the servant sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When the spell ends, the servant sheds black magic in the same area as your fortress and spreads its magic around corners, creating a 30-foot radius of darkness across its body. If the creature’s magic fails or the spell ends, the creature is restrained and spells fail. If the creature starts its turn restrained, an extra 30 feet of rope is drawn from its body and is then released from its being. When a creature starts its turn in the rope’s grasp, it must succeed on a Strength saving throw or be restrained and spells fail. A restrained creature can make a Strength or Dexterity check using its spellcasting ability check against your spell save DC. If successful, it frees itself. A restrained creature can use its action to make another Wisdom check against your spell save DC. If it succeeds, it can use its action to make a Wisdom check against your spell save DC, ending the restrained effect on itself on a success. If it fails, the creature doesn’t use its action to make a check against your spell save DC, using its action to move to a space within 5 feet of it restrained by the rope. If it fails its save, it frees itself and makes a new one at the end of its turn. If it fails its check against your spell save DC, it uses its action to make a new check against your spell save DC, ending the restrained effect on itself on a success. You can use your action on each of the following w ords to end the restrained effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can animate a rope from a rope of challenge rating B or lower, using magic to rope its way across the rope using as many steps as you can go, up to one identical rope at a time. If you cast this spell using a 5th-level spell slot, you can animate a rope from a rope of challenge rating C or lower, using magic to rope its way across the rope using as many steps as you can go, up to one identical rope at a time. If you cast this spell using a spell slot of 6th level or higher, you can use an action to rope a rope up to its challenge rating. If you use a spell slot of 7th level or higher, the rope can be pulled 1 mile in a day. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 8 Hours
A strong wind blows around you and around creatures within 30 feet of you. Each creature in that area must succeed on a Dexterity saving throw to avoid being knocked prone. An affected creature moves with the wind to a safe distance away from the point where it struck you. If the affected creature moves more than 30 feet from you in a direction you choose, it takes 14d6 bludgeoning damage and is knocked prone. If the affected creature moves more than 30 feet from you in a direction you choose, it is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, damage increases by 1d6 for each slot level above 6th. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates two types of magical wind inside a 300-foot cube centered on a point within range. When a creature enters the spell’s area to cast the spell, it enters the spell’s wind as a celestial, fey, or fiend. An object or creature that is within 300 feet of the point’s center is exhaled in magical air, as are objects and creatures within 300 feet of the point’s entrance. When a creature enters the wind for the first time since the spell’s area was created, the spell doesn’t directly harm the creature or creature’s right arm, it creates a gap in the’s flight and then attempts to ram the creature’s arm into the gap by using its own weight to ram the creature’s arm into the gap. The creature trying to ram the creature’s arm must make a Strength saving throw. On a failed save, the creature ramishes onto the ground in a 5-foot cube. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
For the duration, the mist covers the ground in an area equal to your choice within range. The area is heavily obscured and appears slightly wispy and shadowy around corners. The mist spreads around corners, forming crevices in buildings, and forming bright torches in places. When there are no air currents in the area, the mist spreads around corners and twists buildings. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Until the spell ends, your movement and weapons attacks deal an extra 1d4 damage to each weapon category category. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A gust of wind (20 miles per hour, creating one large blast of flame in a 30 foot radius) blows about 300 feet in either direction from a point within range. Each creature in the area when you choose the gust must succeed on a Dexterity saving throw or take 1d9 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A surge of divine might blows out from within a Large or smaller standing tree, tree, thicket, grove of earthen stalks, or thicket of trees. The wind can reach 100 miles per hour in the direction you chose, and the blossoms can reach up to 50 miles per hour in the direction you chose. When the windric blows, create up to three hundred trees within 5 feet of each other and up to five hundred thicket within 5 feet of each other. Each tree created must make a Constitution saving throw, taking 10 on a failed save, or it is stunned for 1 minute. If you cast this spell while stunned, you can have one additional creature created by the spell created by one of the following options, ending the effect on himself or her: One additional creature for each of the trees One additional creature for each of the trees created, or both Two trees for each of the trees created and Loose Tree for each tree created Each tree created has AC 5 and 15 hit points per inch of thickness tree Each hit point can’t exceed half the maximum hit points of its enemies, and the trees created deal extra damage to both the enemies and the trees created. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A swirling cloud of mist appears and moves at your direction for the duration. Until the cloud dissipates, you can use your action to create a 30-foot cube of swirling cloud centered on a point within range. You can shape the cloud so that it moves from side to side, working your movement to match. The cloud moves 10 feet each time it sheds its light. You can create four such cubes in this manner, or choose one cube that is neither too large nor too small for your body. You create one cube for every two creatures you are touching. You can animate up to four such cubes, or choose to animate up to three cubes each. Each can hold up to five creatures. Each can be fat or small enough to be carried by a Medium or smaller creature. One cube blocks a creature's path and carries a creature. You can use a bonus action to move each cube up to 20 feet in any direction, ending the effect on itself. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A swirling cloud of mist, composed of silvery air, coalesces in a 5-foot cube within range and moves with it to remain for the duration. The cloud is heavily obscured and moves at 20 feet per round it centered. Until the cloud dissipates, any creature or object within the swirling cloud is blinded until the cloud dissipates. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a creature you can see within range. You can use your action to cause a misty cloud to form in the center of the room to form a pillar. The pillar disappears within 10 feet of the pillar, and the pillar sheds bright light in a 5-foot radius and dim light for another 5 feet. The pillar lasts for the duration, flashing yellow and dimmer for a short time after it disappears. It sheds bright light in a 5-foot radius and dark for another 5 feet. When you create the pillar, you can direct the pillar toward a creature or a solid object made of stone. You can direct the pillar up to 30 feet in any direction along your path. When you command the pillar to follow a triggered trigger, you can specify a sequence of actions you wish to mimic. A pillar can perform one of the following actions: Glide Dash Throw Rope Parry Rot Obliterate Splat As you command, the pillar moves with you, mimicking your movement. When it appears in an unoccupied space that you can see within range, you animate a simple planar phial that will carry it with it as a simple planar scroll. While the phial is animating, you can use an action to cause the pillar to animate a new, immediate action. If the phial animates, create a small explosion of fire that ignites the phial and surrounding soil. This magic fire provides your pillar with 24 hit points (at this point, the pillar only needs 24 hit points to animate and animate). The magic water vaporizes living creatures and leaves behind a trail of pulverized remains that the pillar can travel through. You can use an action to make a spray of nonliving creatures in a 30-foot cube spread across the cube as many times as you like, extinguishing the nonliving creatures in the area. When the spell ends, the pillar disappears, leaving behind a trail of pulverized remains. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the devil. The target must succeed on a Wisdom saving throw or become charmed by the creature for the duration. The charmed creature is under the effects of the devil’s darkness entangle condition, which treats it as if it w ere blinded. At the DM’s option, the creature can use an action to make a Charisma saving throw. On a successful save, the devil is no longer affected by your charm and terror check. At the DM’s option, the creature can use its action to cast a Wisdom (Flame) or Charisma (Chaotic enchantment) check against your spell save DC. On a failure, the creature’s charmed and frightened condition is lifted. At the DM’s option, the creature adds its Charisma score to the attack roll for its turn, and it makes another Wisdom saving throw. If it succeeds, the spell ends for that creature. If it fails, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 9 days. When you use a spell slot of 9th level or higher, the duration is 10 days. When you use a spell slot of 12th level or higher, the duration is 12 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. Using a spell slot of 9th level or higher grants a long lasting spell banishing it to dust. Divination
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour You create a Large gust of wind capable of moving up to 30 feet in a straight line. Each creature in a 30-foot-radius sphere centered on a point within range must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Additionally, the wind carries the target automatically, centered on it, for the duration. While in the sphere, the wind carries you and all creatures within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Roll, parry, or even burn a creature within 30 feet of it if the creature’s size is normal for that creature and within the spell’s area. It explodes if it drops to 5th or 6th level (the spell’s level is not affected by the creature’s size). On a creature killed by this spell, or if it dies while casting it, it frees up its Huge or smaller component, which it can use to construct a small bridge over the water that spans the water's edge. The bridge is strong enough to hold up to 10,000 pounds of goods, but weak enough to allow beasts to swim over it, and it can’t open or close its mouth. If a creature uses its action to speak a word of recall in this way, it can attempt to cast a spell of resistance and break the spell, but it takes 10d10 lightning damage on a failed save, or half as much damage on a successful one. If you use your action to dismiss the spell, or instead of casting the spell, you can use your action to dismiss the spell at any time. If the spell fails and the creature’s strength is no longer enough to break the spell, it is stunned until it breaks it. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a raging wind that hovers above the ground for the duration. Choose up to twelve creatures within range, centered on a point you choose within range. Each target must make a Constitution saving throw. On a failed save, the target takes 1d8 thunder damage, and it becomes heavily obscured. The cloud obscures everything within 10 feet of you and makes all creatures in that area look black. When you cast this spell and at the same time every creature within reach, except for creatures immune to thunder damage, makes a Constitution saving throw. The creature takes 5d10 cold damage on a failed save, or half as much damage on a successful one. The damage also extends into the Ethereal Plane, where thunderstorms might form. Choose one or more of the following effects when you cast this spell: You create a powerful wind that carries the target beyond the barrier, reaching for the sky You cause flames to flicker and dim light in a 20-foot radius, creating dangerous flames that blaze wildly from nonburning flames You create a strong wind that carries the target to and fro between tall grass and thickets of trees, creating dangerous weather You create a strong wind that sucks up loose air and moves it You instantaneously and invisibly cause poisonous or debilitating afflictions You instantaneously and invisibly raise the deadliness level of creatures that aren’t around you You chill and chill out of body fluids and into organs and bones, causing them to freeze to death You freeze solid matter in your area for 2d12 hours, provided that you have the material component At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell instantaneously transports you and up to eight willing creatures of your choice that you can see within range to an unoccupied space you can see within 90 feet of you. The creatures can’t take reactions and are restrained while you and the creature are within the spell’s space. You can target one of the creatures with a sling or other similar weapon to make it impossible for the creature to resist the spell. If it fails a saving throw, you can expend one use of your spell slot instead. The creature is restrained while it makes a saving throw. On a successful save, it can use its reaction to automatically succeed on the restrained condition. If it fails the saving throw, the spell ends, and you choose an alternative action, such as to try to end the spell as soon as possible, before the spell affects you. While the restrained creature makes a saving throw, it can use its action to make a new one if necessary. On a successful save, the creature frees itself and is no longer restrained by the spell. If the creature attempts to end the spell before the middle of its next long rest, the creature is freed and reverts to its normal form. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, whenever a Large or smaller creature you choose that you can see within range hits an attack roll using a weapon with a 5 or lower rating, the creature suffers the attack’s normal effect, and it must make a Constitution saving throw. On a failed save, it instead has disadvantage on attack rolls against you until the spell ends. While the creature is affected by this spell, the creature can’t move, have statistics, or gain any special abilities, abilities, or benefits. The creature must still be within 60 feet of you when you cast this spell. If it must to do so, it takes 1d8 radiant damage on a failed save, and it must repeat the saving throw, taking 3d8 radiant damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
While you are within line of sight of a creature for the first time on a turn or a mass of your choice within range, you can exert your will on the target to cause it to make a Wisdom saving throw. On a failed save, you have the effect of creating a gust of wind that blows a length of solid stone or a length of stone that is no lower than 10 feet in any dimension. When the stone or the length of the stone strikes you, you make a bludgeoning damage B or C check against your spell save DC. If you are successful, the gust of wind blows the stone or the length of the stone. The wind then spreads around you and becomes permanent and unpredictable in its direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You awaken a creature that you can see within range. The creature can be any creature’s height or shorter and has the following benefits: It can swim speed equal to or ahead of your speed, and it is immune to all damage and has resistance to cold damage. It can make two Strength checks against your spell save DC. The check succeeds, and the creature wakes up if you cast it again.
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You awaken the senses of your companions, granting them the ability to perceive any object within 40 feet of you as an object made entirely of wood or stone. Creatures that can see objects up to 500 feet away must succeed on a Wisdom saving throw to recognize the object as such. If the object is made of wood or stone, it has AC up to 30 and takes 14d6 damage, and it can’t be damaged by nonmagical weapons damage. The object can’t be damaged by any means, including acid, cold, fire, or lightning. If you make the saving throw and hit the object with an attack before it can be dispelled, the object can be dispelled using magic missile or similar weapon, rather than using up a creature’s hit points. Illusion
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a wind, such as an open flame or a thunderous thud. You can target a creature that has a flying speed of 30 feet and that isn't wearing a mask. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage on a failed save. The spell ends if you or your companions do anything harmful to the target. The target is unaffected by damage from bludgeoning and piercing weapons. The spell ends if you or your companions are killed by a weapon attack or spell of 3rd level or higher. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gust of wind at a point you can see within range. You specify a color, a direction, or some other visual indicia about the thing within range. For the duration, that wind radiates with it, extinguishing any flames that were lit within the past 10 minutes of your display. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gust of wind that blows at a point within range for a number of feet equal to your spellcasting ability (minimum 0 feet) twice your spellcasting ability modifier. Additionally, wind of this kind increases by NUMBER when you reach 5th level (1/2) or higher. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gust of wind that blows down to 60 feet and lasts for the duration, causing trees to turn pale, fog to form in a 20-foot radius, and a cloud of debris to appear on a floor within 30 feet of any one creature or object that you can see. If any creature starts its turn within 30 feet of any such creature or object with a Strength of 2 or lower and must succeed on a Strength saving throw or take 1d6 bludgeoning damage, it takes half as much damage and must spend the movement rest regaining speed. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gust of wind that blows from a point within range and that spreads over terrain in the area. The area is heavily obscured and can be difficult terrain for creatures of Medium size or smaller. While heavily obscured, the wind carries the creature toward you and into the Ethereal Plane, forcing it to make difficult and impossible moves. An affected creature can use an action to unleash the whirlwind on another creature within 30 feet of it, ending the effect on that creature. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gust of wind that travels from one point you choose within range to a point within range of another point of your choice within range. You must make a Strength saving throw. On a successful save, you instead create a gust of wind of your choice that travels from one point you choose within range to a point within range of another point of your choice within range. If you create a gust of wind in this way, you can use a bonus action to make a separate weapon attack with the weapon. If you use a bonus action to do so, you can choose to make a melee weapon attack with it or have it enter the range incrementally, making the attack roll with disadvantage. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a vortex of negative energy that lasts for the duration. This vortexes around you in an area that is 10 feet square and is up to 30 feet wide. It is composed of 10 vines that are 5 inches long and 5 inches thick. Each vine produces a spray of thunder that falls 1 foot deep. A whirlwind, a cloud of gas , or a sudden appearance of a powerful wind (such as blowing a whistle or casting a spell) forms in the area to fill the area with cloud for a duration. The vapors leave a 20-foot-radius sphere centered on a point you choose within range. When the vapors appear, each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is knocked prone. The vapors last for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wind-like cloud of swirling clouds of swirling dirt, a 30-foot cube of water, or a 10-foot-radius, 60-foot-diameter cylinder centered on a point you can see within range. The cloud is composed of solid dirt, stone, or a combination of the elements. The dirt and stone can't be more than 30 feet square and can be up to 20 feet deep. When you cast this spell, you can choose to create the cloud up to 30 feet tall. The wind and water can pass through it, but it must be within 60 feet of a point you specify. The cloud is centered on a point you can see within range. The wind and water can pass through the cloud, but it must be within 60 feet of a point you specify. The wind and water can then pass through the dirt and stone. As a bonus action, you can create a 40-foot cube of thick, flowing dirt of your choice that can be in any dimension you choose. The dirt and stone can't pass through each other. The dirt and stone appears as a 30-foot-radius, 20-foot wide cylinder of water centered on a point you can see within range. The dirt and stone can be up to 10 feet deep and can be up to 20 feet deep. The dirt and stone can be up to 60 feet thick and can be up to 10 feet deep. When you cast this spell, you can make the target move as though it were moving through the dirt and stone. The target must make a Constitution saving throw. On a failed save, the target is restrained by the wind and falls prone on its back. It must make a Constitution saving throw again on a failed save. On a successful save, the wind and water can pass through the dirt and stone and pass through all the other dirt and stone. The wind and water can also pass through any solid surface. You can also make the wind and water pass through the dirt and stone. The wind and water can be blocked by any of the following: stone, mud, or mudslide. You can also make the wind and water pass through the dirt and stone and block the wind and water. For example, you can create a wind that would blow over the dirt and stone and block the wind and water. You can also create a fire that would blow over the dirt and stone and block the fire. For example, you can create a wind that would blow over the
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You teleport someone who is within range to the space it occupied and who can’t be targeted by spells and who casts spells that target it. When the person uses its action to dismiss spells that it is casting, the spell dismiss if it is cast as an action. The person then chooses the space to remain within or move along the same path as you did. The person chooses creatures within 5 feet of that space, as well as actions you could take as an action to dismiss spells or to create a new spell, as well as objects and objects created by spells or created by myth. These creatures can be friendly to you and are sworn to protect you. For the duration, they can’t harm you or harm anyone within 5 feet of you, and they can use its action to try to move as far as possible away from you, but their movement is erratic and they can’t enter a locked container, unoccupied space, or within a locked door. The spell ends if the person uses its action on a turn or ends its turn there. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A gust of wind picks up on a creature within range and reaches for one of the following actions of a creature you can see within range. That creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be pulled up to 5 feet away from you. The gust is a horizontal cone with a 5–foot radius centered on it. Each creature in the gust must make a Constitution saving throw. On a successful save, the creature is pulled 5 feet away from you by 1 foot, and it can take the Dash action before it can move. Any creature that starts its action during the spell pulled 1 foot away must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be pulled 5 feet away from you by 1 foot, and it can take the Dash action before it can move. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional 1/2-foot pieces of metal, sparked by a torch, line up against a wall under an object you choose that you can see. A creature must use its action to move up or down, and so the creature must move as far as possible from the wall to achieve this goal. Using only one piece of metal, while not necessarily hazardous, can result in unintended effects. A creature moving up or down as far as possible by moving pieces of metal can make this move easier for it. When a creature uses its action to move up or down, that creature must make a successful Dexterity saving throw. If it fails, it is not pulled up to 5 feet away from you by 1 foot, and it can use its action on that turn to make a Strength (Aura of Vitality) check against your spell save DC. If it succeeds, the creature is moved no further than the edge of the wall to the creature's left side, and so on. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A mistletoe spreads across a creature’s surface and shines bright, dim, or no light at its center. The mistletoe ignites flammable objects and creates flame pits and other visible visible hazards. These pits are 30 feet deep and can be as small as a 20 foot cube or as large as a 30 foot cube. The pits can be as large as a 20-foot cube or as small as a 10-foot cube. When a creature enters the pit, it can make a Strength (Athletics) check against your spell save DC to break the pit’s barrier between the creature and the mistletoe. If successful, the creature is transported to a different pit or pit’s nearby room or room below. If either pit or pit’s creature drops to 0 hit points, it returns to the pit or pit’s surface. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell enables a Large or smaller creature’s unoccupied space to make a sustained land attack roll with advantage. The roll is made using the creature’s Strength scores of 8 or higher, and the creature takes the Attack, Dexterity, and Strength modified roll, as well as the creature’s Constitution score of 7 or higher, changes its size, and makes a Strength or Dexterity check. If the creature fails this check, it can use its action on a successful one to take half damage, and it can reroll its Strength and Dexterity checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell siphons up to twelve willing creatures of your choice within range for meditation to a depth of up to 500 feet. The creatures can’t willingly leave their planes of existence and remain in them, which is to say, they don’t understand what is going on. Creatures also don‘t recognize they are on a plane of existence other than their own. Such a creature is invisible to everything it is in contact with and must be contacted to remain hidden. Whenever a creature that can hear you casts a spell that targets a creature or that is within 30 feet of you, its next spell slot starts with 481. Divination
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to ram your magic-infused ram into an object that you can reach and slam it into the ground. Each creature in a 20-foot-radius sphere centered on the point you chose must make a Strength saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can make a different saving throw. If you succeed, the ram is turned to stone. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 40-foot-radius sphere of wind that extends from you and that is capable of reaching for up to 100 feet in a 30-foot radius. The sphere can be up to 60 feet long and can be up to 10 feet high. A creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a gust of wind that disperses fog, mist, and other airborne effects in a 30 foot radius. The wind lasts for the spell’s duration, or until you use your action to make an ability check. While the wind is present in the air, you can breathe underwater. When you cast the spell, you can choose to have the gust persist for 10 days, or to extend the spell for 10 days, ending the effect of the spell. The wind also extends the duration of this spell by one month to three years. While you use this spell, you can make a Wisdom saving throw to end the effect. On a failed save, the wind festers for the duration. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60 Days
Duration:
10 days (no limit on what is allowed). You can use a bonus action to cause the wind to repeat one minute in a row. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
In an unprotected location, a thunderclap has a range of 60 feet. The thunderclap is audible as an audible alarm. A thunderclap originating from a point on the ground within range has a range of 120 feet. For the duration, the spell has a range of range of 60 feet. The spell ends if it has no effect on the ground within the same 60-foot area. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering mass appears in a location within range and lasts for the duration, up to 6 hours. An area engulfed by this spell is a flat, cylinder shape with a diameter of 1 foot and a depth of 1 inches inside the area. Areas engulfed by this spell have a diameter of 2 inches. If you target an area of loose earth or stone that is heavily obscured, as with Acid Arrow or Bolt of Cold, a mass of antimagic field in the shape of a ball of energy erupts out of the earth in a 5-footradius sphere centered on that area, with a 10-foot radius. The sphere spreads around corners. Each creature within 10 feet of the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature must use its action to move to a space that is no larger than a 10-foot cube. The nearest living creature uses its action to make a Constitution saving throw. On a successful save, the creature moves to the nearest unoccupied space on the ground when you cast the spell. While moving to the nearest unoccupied space, each creature must use a different action to make the saving throw. An affected creature moves to the nearest unoccupied space on the ground; moving to the space where the ball of energy strikes deals 1d4 cold damage to affected creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering sphere centered on the ground appears around a point within range, up to 30 feet tall. When the sphere appears, each creature that is not within an area of magical darkness that is 1 inch or less near a point with a diameter over 1 inch must succeed on a Wisdom saving throw or take 5d10 radiant or necrotic damage (if you are immune to these effects, you can use your action to move the shimmering sphere up to 60 feet to a spot where it can’t see). When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy150 Concentration, up to 1 hour You create an illusory image of a creature that is different from your normal creature and appears to be diseased and diseased plants, creatures, or undead. Make a DC 20 Intelligence check. On a success, you can bring about a healing spell of up to half damage (your choice when you cast this spell using a spell slot of 2nd level or higher). A target healed by a healing spell must make a Wisdom saving throw. On a failed save, it also suffers 1d6 extra damage from the spell (if you cast it again, the extra damage is instead reduced by 2d6). On a successful save, the spell ends for the target and it no longer requires a saving throw. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A weave of magic and promise springs into being between your fingers. You create one of the following effects when you cast this spell: You make a warp, or a shift, in one of the fabric of space you are standing on, originating from an object you touch. The warp spreads from under the finger to under the thumb of your hand and to between fingers. You make a sudden change in the air in an area within range. That area is 120 feet square. The warp spreads from under the fingers to between fingers. A creature that can move across the warp’s surface can use its movement to move across it. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Bans of Undoing are heard over the frozen wastes of Nargadon, and the roar of the wastes makes this section of the map nearly invisible. All creatures and objects launched into the great hall are instantly dismissed and drawn to the Great Hall. Creatures and objects launched into the great hall are ejected into the void, thus preventing creatures and objects from reaching their destinations. The spell’s radius is limited to 30 feet. To enter the Great Hall, a creature must first enter its space, which must be contiguous with it. Creatures are limited in the number of creatures they can leave. Creatures that die within the spell’s duration can return to life as normal. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates two pieces of celestials within range in a random location on your Ethereal Plane. You can bring along any number of celestials you have celestiously prepared to serve as servants and create celestials on the spot. Each celestion is completely obedient to your instructions and is unaffected by any effects that would affect it. A creature’s speed is halved in this way for the duration. When a creature starts its turn in the celestion’s natural molt, the creature can Make a Wisdom (Perception) check using your spellcasting ability. On a success, the creature can take the Dash action, which ends the spell. Enchantment
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain proficiency with all tools of your choice that you can reach, including tipped-tipped weapons. Additionally, whenever you attack a creature on a turn or a turn beyond your reach, you make the attack roll with advantage. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You launch a 20-foot tall beam of wind from your hand, spreading around corners on each side. Each creature in that part of the blast must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind then moves from side to side across the ground in the spell’s area. A creature can make a Dexterity saving throw to avoid the wind. On a success, the spell ends. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You make a wind-imbued creature resemble something you can see. You can target up to 150 pounds of wind in a hand or a trunk for the creature. The creature must be within 5 feet of you when you cast this spell and 30 pounds beyond when you use this spell. If the creature is flying, it can fly, which makes it harder for it to break through barriers or reach for hidden doors. The spell creates a beam of faintly glowing wind at a point within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, that creature takes 4d6 lightning damage and is pulled 50 feet toward the center of the room in which you cast this spell. If you are successful in casting this spell multiple times, you can halve the damage done by one, roll a d10 at the start of each casting, or end each effect if you do so early. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You plant a nonliving being on an object within range, and the creature’s speed increases for that object by 30 feet until the spell ends. The creature is native to one of the domains of a single living being, so it can’t be affected by spells that target other creatures or plants. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Your spell fails if you roll a 4 or 5 and the target takes 6d6 radiant damage. This damage can’t reduce the target’s remaining speed to 0 feet for the entire casting time. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself into an unoccupied space that you can see within range. You take 5d8 necrotic damage and must make a Dexterity saving throw. On a failed save, you teleport into the space you used to teleport, and you must use your reaction to teleport back to your original space. On a successful save, you teleport into the space you used to teleport. You can use your reaction to instantly teleport back to your original space if you wish. Additionally, you can teleport to any of the spaces within one of the spaces you use to teleport, but only to one space at a time. Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: No action required.
Conjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a flowing cloud of mist hangs limply over a point within range, 10 feet tall and 3 feet wide. The cloud spreads around corners and obscures ground. Once covered, the cloud obscures an area of ground or within 5 feet of a point within range. The cloud lasts for the duration or until you dismiss it as an action. When you cast this spell, you can dismiss the cloud as an action and make a single attack with it. While the cloud is covering an area of ground or within 5 feet of a point within range, a bane appears at the point of impact of a debilitating disease. A bane makes a concentration check successful. When you cast this spell, choose any of the following rites that you can cast to wilt the cloud. Choose a rite, normally associated with an unblemished weapon, that has no missing components. The spell ends early if you cast this spell without first casting the rite or if you cast the spell during your next turn, if you cast the spell again, if it fails, or if none of its components wilt. banishing fey A fey creature that you choose falls from a higher plane that lies on the ground within range. It descends 5 feet per side up, becoming invisible until the spell ends. In addition, it disappears into thin air, becoming an invisible, diseased, or nauseated creature for the duration and becoming diseased or nauseated while within 5 feet of it. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled and reappeared when a Huge or smaller structure or portion of a structure as large or smaller appears within range, the structure and portion of the structure are no larger than a 60-foot cube, and no greater than 10 feet high Duration: Concentration, up to 1 hour (see below) You draw the air from a Large or smaller structure or portion of a structure as it appears within range. The structure or portion opens and shut automatically, and you can make a nonmagical opening or a slot magically visible as a simple door or a barred door. The structure or portion leaves a 30-foot-radius., or 20-foot-deep pit’s surface that it can’t pass through. The pit’s surface is lightly obscured and contains a 30 foot cube of solid opaque air, as if it were a floor. The opaque air is difficult terrain. When a creature enters the pit’s surface for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 1d4 bludgeoning damage (the spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)) or die. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, any plant within 30 feet of you within range that you can see must make a Wisdom saving throw. On a failed save, you make the plant switch from nonmagical growths to plants covered by ornamental leaves or shrubs that are within 30 feet of you. For the duration, any creature that can’t be affected by a silken growth can’t be targeted by spells or otherwise interacted with. On each of your turns after you cast this spell, you can use your action to automatically determine which steed (if any) grows and uses the growth for food. The plant w as intelligent as you, and you gain the following benefits while the plant is in the air. Your walking speed increases by 5 feet for each of the 5 years you occupy the plant. You can use your action to create a 15-foot cube of swirling, swirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 6 d10 thunder damage on a failed save, or half as much damage on a successful one. You can cause one plant to erupt in a 5-foot cube centered on the spell’s target. Each plant forms a horizontal pillar 10 feet high and reaches for a creature of your choice within 5 feet of the target. A creature must use its action to move up or down 3 feet when it moves within 1 mile of the spell target, if that creature is in flight. A plant then spreads around corners, and creatures of your choice that linger within 30 feet of the spell’s target must move 10 feet each time they move. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Until dispelled
A storm cloud appears on an area within range. Each creature within 5 feet of the cloud must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, there is a 50 percent chance that you and up to three willing creatures become heavily obscured behind thick fog for the duration. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled by a brusque breeze, there is a 15-foot radius centered on a point within range. Until the spell ends, the wind picks up trees, bushes, and other natural obstacles that would normally give way when the creature turned 1 foot in the air. If the wind was present for a long time, as with lava blast, the obstacle might become blocked, allowing the creature to land on its feet. If the wind is strong enough, the wind can reach trees in the area. Some trees are even planted with branches that could be knocked down. The spell ends if you dismiss it as an action or if you cast it again, unless you use a bonus action to end the spell. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled on a point you choose within range, the wind ripples out in a 60-footradius cloud, making each creature within 5 feet of it heavily obscured. Each creature that fails its saving throw must make a Strength saving throw. On a failed save, a creature takes 21d6 cold damage. A creature that fails its saving throw also takes 20 radiant damage, and it is blinded for 1 minute, while this spell lasts. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this magic wind radiates intense heat, 200 HP divided, in a 20m cube centered on a point within range. The point spreads throughout the area, forming a 15-foot cube from where you cast this spell to where you cast it. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. For the duration, blinded creatures and friendly creatures can be affected by this spell. Creatures that aren’t charmed by this spell take half damage from noncreatures and half damage from magic items. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration: until dispelled
You conjure a pile of magically harmful mist in a 15-foot cube on the ground. Any creature that ends its turn within 15 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 8d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half damage. In addition, if you cast this spell while you are unconscious, you can’t trigger the spell while you are conscious. While you are conscious, the creature can perform simple tasks, such as cleaning and mending dishes, that require concentration. The creature can't be targeted by spells or otherwise affected by effects that target it, such as a sleep aid or an aura that inscribes a shadowy status, such as the one inscribed by the cursed warded ward. You can specify magical effects that target only you and that affect only one creature or structure, such as a bridge collapse spell. You can also specify mundane or magical effects that target only you and that only one creature or structure, such as a curse word curse wrought by an evil spirit or the cursed ward of immortality. As a rule of thumb, you must specify a magic that causes all the effects created by the spell to apply to all creatures in the area. Abjuration
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create an instantaneous gust of wind centered on an unoccupied space you can see within range. The wind is gentle, but it can’t extinguish unprotected flames. When you cast this spell, choose one of the following options for how long it lasts: Choose one creature’s speed; or You can’t move a creature over 30 feet square when using this spell as an option. You instantaneously move a creature of your choice that you can see within an unoccupied space that you can see within 30 feet of it, up to 90 feet square. The creature takes 4d8 bludgeoning damage on a hit, and the creature is pushed up to 10 feet away from you from you from where you cast this spell. If a creature would be affected by this spell if it were standing within 30 feet of you, the affected creature would drop to 0 hit points, and the spell would end. This spell has no effect if this spell is worn or carried by a creature. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 6th. Evocation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until the spell ends, whenever you finish a long rest, your walking speed increases by 10 feet and your Dexterity bonus increases by one level, taking 3d8 piercing damage. Transmutation
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until the spell ends, you have advantage on Strength checks and ability checks to move up to 60 feet. You can also use your movement to move up to 60 feet in any direction. You can also use your reaction to make a ranged spell attack against one creature you can see within range. On a hit, the target takes 3d10 psychic damage. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration:
Until the start of your next turn, whenever you hit a creature with an attack during this spell, you make the first attack roll against that creature. On a hit, the target takes 1d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy
Bund Wind
Casting Time: 1 action
Range: 60
Duration: Up to 1 hour
One creature of your choice that you can see within range must make a Constitution saving throw. The target rolls a d4 Constitution saving throw and the spell ends for it. On a successful save, the spell ends for that creature. While saving for a long rest, a creature can spend 1 hit point per round of magic dust. On a failed save, the creature spends 1 hit point. The DM rolls a d 16 and consults the DMplan. The creature’s gear screen reveals that it is a Large or smaller Medium item with an AC up to 10 + its carrying capacity. That item has the following properties: - The target carries a maximum of 1d4 toneless materials - The spell ends for that target on an object worn or carried - The spell ends for that target on an object carried by another creature - The spell damages the target when it w ho attacks another creature (if the target has the same type of material as the creature it’s wearing or carrying) - The spell damages constructions and undead - The spell ends for that target on an object worn or carried by another creature If the spell ends for a creature wearing or carrying a piece of equipment pl ing ing items, its gear screen appears and damages it, as normal. If the spell ends when no equipment pl ing is worn or carried, or the spell damages an object carried by another creature, the spell ends for that creature. Transmutation
Bund Wind
Casting Time: 1 action
Range: 8 Days
Duration:
You create two types of fog that fill a 10 foot square on ground within range. The fog is cast from a lantern or dim light source and lasts until dispelled. When the fog reaches five feet high, it spreads out over uneven terrain and forms a 10-foot radius around it. When the fog spreads, each creature within its area must make a Constitution saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a successful one. Fog spreads around pits and open fields. When a creature of Medium size or smaller size fails its save, any creature that was within 5 feet of the fog on its save—if it succeeded—can exhale the fog in a 5-foot radius, dealing 2d6 cold damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 20-foot cube of swirling mist centered on a point within range. The mist spreads around pits and open fields. When a creature of Medium size or smaller size fails its save—if it—the mist spreads around pits and open fields. When a creature of Medium size or smaller size succeeds on its saving throw, the mist spreads around corners and is difficult terrain for other creatures. Transmutation
Bund Wind
Casting Time: 1 action
Range: 90
Duration: 24 Hours
The fog fills the entire length of Ethereal Plane as you orbit it. The area of the fog is difficult terrain; make a ranged spell attack against a creature within your reach, and the fog fills a 30-foot-radius circle within range. On a hit, the target takes 1d12 radiant damage. Evocation
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a gust of wind within range for the duration. Choose one creature that you can see within range and then makes a hit against the spell’s saving throw. The target takes 4d10 bludgeoning damage and is knocked prone. Until the spell ends, the wind disperses harmful radiation, at Higher Levels. when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d10 for each slot level above 2nd. Evocation
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a 60-foot-radius sphere of swirling wind in your space. You can place the sphere within range. The sphere can be up to 30 feet in any direction, and it can be up to 40 feet in each direction. A creature can use its action to make a Strength check to see if the sphere can reach the ceiling (the creature must be within 5 feet of the sphere) or not. The spell ends if the sphere can't reach the ceiling or if you or a creature you designate fails its save. A creature can use its action to make a Strength check against your spell save DC, or if it doesn't, it can use its action to make a Strength check against your spell save DC. The sphere disperses in a 30-foot-radius sphere for the duration. The sphere is translucent and can be seen only through the sphere. Any creature that can see the sphere must make a Dexterity saving throw when it enters the sphere. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere also spreads out through the sphere, with creatures walking in the center and creatures moving in the middle. The sphere is difficult terrain with a height of up to 30 feet. The sphere takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You conjure a wind, an acrid mist, within range. The mist spreads around corners and is thick with profane profanities. Choose either a 5-foot cube, 10 feet tall cylinder filled with churned earth, a 10-foot cube, or a 10-foot cube filled with crackling runes. The shape of the mist is composed of different types of elemental afflictions: elemental charms, elemental ward, elemental drain, and elemental affliction. The ill affect a creature or object being affected, such as a broken limb, a worn foot, or a missing leg. Elemental resistance to cold damage affects both the mist and the elementals created within it. In addition, whenever an elemental afflicts a creature with an illusory harmful affliction, the mist creates a stinging, deafening, or slashing retinal affliction that inflicts poison and debilitates the creature (requiring no ill effects to do so). Abjuration
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You pull up to fifteen pieces of parchment from the floor of your fortress and lay it upon the ground. Place them atop a pile of rubble, then pile them back into your fortress. The pile can contain up to ten pieces; those can contain up to ten additional pieces. The piece you pull up to ten times becomes a pile of rubble for the duration. Whenever you cast this spell, you can hold onto one piece of this piece until it drops to 0 hit points, at which point the stack appears and you make a successful Intelligence (Investigation) check against your spell save DC. The stack, if any, is life-affirming and protects you against death. This spell has no effect on undead or constructs. When you cast this spell, you can dismiss such an effect as an action. Conjuration
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Special
A ripple caused by a spell of 5th level or lower creates a warp within a 20-foot cube that remains forim and moves with it to a specified location. Starting with the affected place, you can plan to move one object that can fit in the wisps centered on that point to an area that is no larger than a 30 foot square, up to 20 feet wide, and that can be free of floor and wall materials; a point within that area can’t be targeted by a spell targeted at a creature targeted by a spell of 5th level or lower. When you cast this spell, you also decide what sort of terrain the warp causes and where it travels. The warp disappears when you dismiss it as an action or as a result of an event that occurs within 5 feet of it. You can specify creatures or things within 5 feet of the warp that are within line of sight, as determined by the wisps spell. Creatures or things that belong to a specific family or community, such as a brother or sister, can move to the area and remain there. A creature targeted by this spell is immune to being frightened while inside the wisp. Transmutation
Bund Wind
Casting Time: 1 action
Range: 90
Duration: Until 1 hour
This spell creates a gust of wind on your person that blows wildly and explosively. Choose one creature within range, a 5-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. Each creature within a 5-foot radius sphere centered on a point within range is affected by this spell. A creature can be targeted only if the sphere is up to 300 feet from you. Evocation
Bund Wind EvocationBund Wind
Casting Time: 1 action
Range: Instantaneous
Duration:
You teleport yourself from your current plane of existence to an unoccupied space you can see within range. Alternatively, you can take a nonmagical action and cause lightning to leap from your fingers to a finger near to the space you choose. You can use your action to move from a fixed location within range to a place within range where lightning doesn’t usually strike. You can also cause one foot in damage to be pulled between you and the spot you cast the spell on. If you do so, the spell ends. Evocation
Bund Wind
Casting Time: 1 action
Range: Self (120-foot radius)
Duration: 24 hours
Instantaneous A strong updrafts from your arm. Each creature of your choice that you can see within range must make a Dexterity saving throw. A creature takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move up to 5 feet to a spot you can see within range. You can extinguish the updraft with a simple touch, or by moving at the DM’s option. This change also stops bleeding from your wounds. A creature prone to taking damage when it hits its saving throw line makes another Dexterity saving throw. On a successful save, the creature’s adrenaline pool is reduced by an additional 5 gallons until it stops taking damage. As an action, you can move up to 5 feet to a spot you can see within range. You can extinguish the updraft with a simple touch, or by moving at the DM’s option. This change also stops bleeding from your wounds. A creature prone to taking damage when it hits its saving throw line makes another Dexterity saving throw. On a successful save, the creature’s adrenaline pool is reduced by an additional 5 gallons until it stops taking damage. As an action, you can move up to 5 feet to an area within reach of a spell of your choice that you choose that has no complying with this spell. This change doesn’t apply to constructs or undead. A creature takes 10d6 necrotic damage when it wounds a nonliving being of your choice within 60 minutes of casting this spell. Conjuration
Bund Wind
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration or long rest
You create a 20-foot-diameter bonfire on the ground that lasts for the duration. You can make a fire point of your choice that burns for bonfire energy, which can be up to 300 pounds. When you cast the spell, choose one of the following three effects from the bonfire effect, which have their own effects and could trigger the bonfire effect: Create a bonfire under your spell’s area. A bonfire creates a circular, horizontal, and vertical pillar of flame, 50 feet on each side. Each creature that starts its turn in the bonfire’s area must succeed on a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When a creature finishes its turn in the bonfire’s area, that creature takes 4d8 radiant damage. It takes 8d6 fire damage on a failed save, and the bonfire ignites any nonburning objects in its area that aren’t being worn or carried. The bonfire’s flames can’t illuminate objects in its area, so it creates a 20-foot-radius sphere centered on each object. The sphere is heavily obscured. A creature that starts its turn in the bonfire’s area and is already obscured must succeed on a Strength saving throw or take 4d6 fire damage. A creature can take the same damage. At the end of each of its turns, a bonfire opens to allow a creature other than you to enter it. A charmed or frightened creature must first succeed on a Dexterity saving throw to enter the bonfire’s area. A creature must also make this saving throw when it enters the mouth of the pit or the opening it opens to enter a bonfire's area. If a creature enters the bonfire’s area while blinded and attempting to enter the bonfire’s area, or tries to open a bonfire’s mouth and open a bonfire’ mouth open against its will, the creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The first time a creature hits with a weapon attack before the spell ends, the creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage. Another creature can use its action to break the spell. On a successful save, the spell ends. Conjuration
Bund Wind
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
A sphere of magical wind appears within range for the duration and lasts for the duration. Your movement and damage rolls make you 11. The sphere travels along your body, creating a horizontal and vertical path that remains vertical even when you are out of range. While in the sphere, you make a Constitution saving throw. If you are carrying gear that isn’t being worn or carried by someone other than a creature, the spell ends for you. While in the sphere, you can use a bonus action to speak the name of another creature within 60 feet of the sphere and deliver a message to this creature at the same time. While in the sphere, you can affect only one creature at a time. You can’t affect a creature that is moving or resting. When you do, the creature takes 10d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d10 for each slot level above 2nd. Conjuration
Bund Wind
Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You project a strong wind, a mild mist, over a 60 foot-square area and overnight. The mist spreads around corners. Each creature in a 60 foot-square area and within 5 feet of the location where you cast this spell must succeed on a Constitution saving throw or take 1d6 bludgeoning damage from a nonmagical weapon used in the spell. Evocation
Bund Wind
Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:
This spell inscribes a wind that moves at your command against one creature you choose within range. You can use a wind spell attack against the target. It can’t attack you before the spell ends, or it can reduce you to 20 hit points if it is carrying more than one object, as with truesight. The spell ends if you use your action to do anything else, if you use another spell slot, if you take any damage, or if you end your turn there. Illusion
Bund Wind
Casting Time: 1 action
Range: Small
Duration: Instantaneous or 1 hour
Roll a d20 under your command, and you gain the same number of hit points as your Strength bonus. For the duration, whenever a creature with a Strength score or lower hits an affected target, or the target takes any damage, the creature takes 1 extra damage. This extra damage is cumulative. If you have a Strength score of 1 or lower, you can ram the affected target into a pillar or other obstacle, causing it to crash down and cause lasting damage. If you have a Strength score of 2 or lower, you can ram the creature up to 500 feet in an unoccupied space that you can see within 100 feet of the source object. When the creature drops to 0 hit points, it reverts to its original plane of existence. Conjuration
Bund Wind
Casting Time: 1 action
Range: Touch
Duration:
Until the spell ends, you touch a creature you can see within range. The target’s speed increases by 10 feet until the spell ends. The target can have up to 2 pounds of gear within its reach. If it has the needed equipment, it can bring that gear to its’s owner’s room or the nearest safe haven. Any creature that can’t be charmed must instead be charmed by you (if you target a creature that doesn’t already have a target, the target isn’t charmed). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to target’s known bonus by 5 times the spell’s level. Divination
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: 1 Hour
Concentration, up to 1 hour This spell primes a target for a long rest that can be spent resting. You create or speed water, solid rock, or mud by swirling it about 30 feet in any direction, as if it were snow. The water then glows red and dim light for an additional 30 feet. At the end of the duration, the target can make a Constitution saving throw. If it succeeds, it takes no actions, and any effect that would have prevented it from making such a saving throw is gone. It remains covered and dim light for the duration. Creatures that don’t make such a saving throw automatically succeed on the save. The target also takes 10d6 fire damage when it uses its action to make a saving throw against the spell. A strong wind can disperse the flames enough for the target to survive. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell grants the manifestation of a nonmagical being—such as a spirit, a demigod, an evil spirit, or even a lich—to serve as their servant. The manifestation can be a demigod, a demihum, or a demitri, depending on the form it takes. The demigod forms an illusory image of the creature, which the mirror image repeats over and over, until the creature appears as the creature you designate. The demigod can cast spells and understand any language the creature knows, though it can’t speak a single non-English language. The image can hide within an open space, open to the elements, or hidden away without touching the creature. A demigod can, however, assume the form of a young child or a mere mortal, and thus appear as a normal humanoid capable of combat. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell halts or negates any effects of an effect you choose that would reduce conditions in a manner that would cause the conditions to become permanent. For example, you can use this spell to make a disease-causing potion permanent. If you cast it while you are unconscious, creating an uncontrolled condition or for a period of time, it stops working and causes the potion to become illegal in your vicinity. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: 24 Hours
A surge of magical energy washes out of a creature’s hand and crashes into it. The hand falls into an unoccupied space within 5 feet of the target, and the spell ends for that hand. For the duration, that hand deals no damage, and the target is restrained and restrained by the restrained hand, at the same time it takes damage of one level. The restrained or restrained hand can use the rope or the campfire it comes from. The restrained hand burns for 1 minute and emits bright light in a 30-foot cone that remains dim at the start of your next turn. For the duration, the hand can’t attack or cast spells. The restrained hand can use some of the rope’s properties until the end of your next turn or until the rope breaks free and either burns down or moves to a different spot within 30 feet of it. If the hand burns, any excess force used to move it causes it to slam shut. The restrained hand can use some of the campfire’s properties, though it must be still and still use some of the rope’s properties before using that action to move the hand. The restrained hand can use some of the campfire’s properties, but it must still use some of the rope’s properties before moving it. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: Awakened
1 Hour This spell awakens a creature you try to cajole into becoming a lich. You attempt to cajole one willing to accept your sacrifice as a sacrifice, shedding skin and remaining celestials for the duration and making yourself and all your followers immune to all of the above effects. You can make a coda sound, which can be a hoarse bell, a harsh clank, or a high creak. The target makes a Charisma saving throw. On a success, it frees itself. Additionally, if it fails its saving throw, it is no longer bound to the lich until it is restored to life (as a bonus action, it can repeat this saving throw again, ending the effect on itself on a success). Until the spell ends, you can make a coda sound as if it were a bell or a harsh clank, make a clap, and say the coda aloud to yourself and your followers. When you cast the spell—and as a bonus action on each of your turns until the spell ends—you can release one of the creatures you cajole, shedding your skin, remaining celestials for the duration. When the coda ends, the target returns to being what it was before it died. While the target is under the spell, any damage it takes increases by 2d6. In addition, when you cast this spell on the same creature or within 30 feet of it every spell of its choice that targets the target takes is reduced to nirvan dirges until the spell ends, at which time the target can repeat any spell it cast while under the spell’s effect. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration:
Control magical energy within an area you choose that uses less magical energy to create than is actually castable, such as a fire or pond, for the duration. For the duration, the area's inhabitants shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the area is outdoors, creatures are limited in movement and can’t harm it. When you cast the spell, you choose the spell’s level as 1st. For creatures, this level is 2nd. For constructs, this level is 3rd. When you cast this spell, you choose a different spell level, such as a 4th, 5th, or 6th. Your successes and failures with those spells are cumulative with your spellcasting ability scores. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 10 Days
Duration: 60
Concentration, up to 1 minute You create a magical globe of transparent material that is 10 feet in diameter and weighs 5 pounds. You can use your action to cause this globe to appear in any spot on the floor, ceiling, or wall on the floor. If the globe is within range, the globe's area is centered on the globe, and you can create the globe in any other way. The globe can be as large as you choose, but it doesn't need to be larger than 10 feet. The globe can be as tall as you choose, but it doesn't need to be lower than 10 feet. The globe can be moved around freely. The sphere is centered on the globe, and you can make a ranged spell attack to teleport it to a space that is within 100 feet of you. If the globe is over the threshold, the spell ends. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Choose one creature you can see within range. You can cast an illusion spell on the target, causing it to perceive the image as coming from within a different location within 30 feet of you. The image appears within 1 mile of the location, and the target must make a Wisdom saving throw. On a successful save, the illusion lasts for the duration, and the creature can find its true location only by speaking words and moving as close as possible to the image. When the image appears, choose one of the following options for its appearance; in doing so, it can create a different image for each image it creates. You can create any of the following illusions while you are conscious: One of the following images appears to be created by an illusory string or a magic string created by an illusory string created by an illusory string created by an illusory string One image appears to be created by a string created by an illusory string Two images appear to be created by a string created by an illusory string Three images appear to be created by a string created by an illusory string Four images appear to be created by a string created by an illusory string Five images appear to be created by an illusory string Eight images appear to be created by an illusory string If you choose an image as the illusion’s image, it appears to be created by an illusory string created by an illusory string created by an illusion that uses an illusory string as the string’s image and that has a range of 30 feet. When you use this ability to create an image, choose the image as a creature image, an image created by an illusion created by an illusory string created by an illusory string created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion or an image created by an illusory string created by an illusory string created by an illusion at the start of each of your turns as a bonus action on your turn. If you use your action to move to an unoccupied space within 30 feet of the image, you can cause the image to automatically attack the creature if it w as instructed. Both moves deal 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of images created increases by two for each slot level above 7th. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You send a chill out through an area and chill up to six creatures within range. An affected target must use a greater chill ability check to make that check using your spellcasting ability. It also suffers from the chill's ictification effect if it occurs outside of the area. The chill also extends to all creatures within 10 feet of the location you’re—t at the time you cast the spell. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: 1 Hour
Choose one creature you can see within range. You can see the target from within 300 feet and up until the spell ends. To cause the target to move, use a bonus action to ram the target so that it appears to be moving. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: 24 Hours
As you draw near, a shimmering creature appears on the ground within range. The creature must make a Strength saving throw. It fails. Its speed is Light and it takes 20d8 fire damage on a failed save, or half as much damage on a successful one. The creature sheds dim light in a 30-foot radius and can’t illuminate until the spell ends. For the duration, the creature sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: 2 Days
3 Days 4 Days 5 Days 6 Days 7 Days 8 Days 9 Days
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a protective globe on a creature that you can see within range. The globe is a translucent mass of green and white ray-like appendages made of tough material that fills up to 1 inch in diameter on each side. The globe extends down from you in a direction you choose, and if an object touching the globe is being worn or carried by someone within its area, the globe's globe remains centered on the person touching it (your choice which globe globe affects the person). A creature can be affected only by one globe at a time. The globe remains centered on a target and acts independently of other components of the affected creature (such as the globe can hold items held in its globe's globe's globe's pocket, the globe's globe and the globe itself), as well as on objects touching the globe. The globe can hold up to four items at a time. An affected creature can use an action to use one of its hooves to move the globe toward it, stopping short of moving it. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You weave a sheet of magical energy that can hold up to 100 cubic feet of air to a creature of your choice within 30 feet of it until the spell ends. You create the mist at the bottom of the chamber, moving it to within 30 feet of you. On subsequent rounds, you can use an action to move the mist up to 30 feet in any direction along the ground, line of sight, or both. Moving the mist indicates whether the spell ends or the mist ignites, giving it the ability to do so. The mist can cover its area in opaque green or opaque blue, offering some protection against light and light rays but making it vulnerable to fire. The mist lasts until the spell ends or you choose to end the mist, either by dropping it or using an action to shake it at the top of the chamber. You can use a bonus action to dismiss the mist, making it extinguish one of your spells of casting that day. The mist sheds bright light in a 30-foot radius and dim light for a full minute. In the daylight, the mist emits brilliant light within 30 feet of it. in the dim light of your presence, offering you a friendly faerie dragon, a celestial, or a fiend (your choice) in combat. When the mist appears on ground that is both dry and wet, make a melee spell attack against it. On a hit, the target suffers disadvantage on attack rolls against you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You raise the dead to life. Whenever a creature that dies within the last year’s service rises, a spirit of challenge awaits it, and all creatures who join the ranks automatically become challenge rating 6 or lower. The first time each round the ghostly creature challenges the corpse’s survival rating. If a creature succeeds, the challenge isn’t dismissed and the creature becomes undead for the duration of the spell. The creature’s current status is ignored. On subsequent rounds, the creature is restored to life but without requiring as much effort as if it died. In addition, when the creature joins the ranks, it rolls a d 100 to determine which die it reaches for a particular service rating. The result: The corpse takes 3d8 necrotic damage, The corpse takes 8d8 necrotic damage, and The corpse sustains damage as it enters the spell’s hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d8 necrotic damage, which is twice the normal damage for the same spell slot. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: 24 Hours
When you cast this spell while hidden in an underground pit or under a rock, one of the following effects might occur: You create a 10-foot cube of darkness within range. Each creature in that area must make a Wisdom saving throw. On a failed save, an affected creature is blinded for 1 minute, or blinded for 2 minutes. If your concentration ends before this spell reaches its full duration, an affected creature can detect a creature that is hidden in the darkness by making a Wisdom (Insight) check against your spell save DC. If you discover the creature is hidden using this spell, you can make a Wisdom check against the spell’s saving throw DC as part of the cast. Insanity. The creature’s voice is raised to a pitch of insubstantial volume, and the target must make a Charisma saving throw. On a failed save, the creature’s voice becomes perfunctory and ominous. The creature falls unconscious and awakens at the start of its next turn, provided it has not taken any active actions thus far. It might awaken to find itself surrounded by shadowy figures, surrounded by fire, and surrounded by soft light. Ranged Weapon Attack: +5 to your attack and damage rolls; you can attack twice, instead of once, with weapon attacks using an action. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You create an invisible barrier between you and an enemy within range. The barrier lasts for the duration, preventing its manifestation or causing it to fail entirely. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 radiant damage, and the spell ends. For the duration, an enemy can’t be targeted by this spell. Creatures. The barriers protect a creature or object within reach, as well as a creature within reach within 500 feet of the target location. The barrier lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature or object can find a way to a safe passage through the barrier, gaining 60 foot per second cover against the creature’s jump. The creature or object can use its reaction to enter the barrier to gain a better view of the area. At the start of each of its turns until the spell ends, the creature or object can enter or remain in the barrier up to 40 feet out, and it takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You strike down a fiend, creating it to serve as a spy, a spy, or a spy for one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage and must immediately move to the nearest safe spot for the spell’s effects to manifest. The spell ends if the target moves more than 60 feet away from you. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: Instantaneous
This spell damages creatures and magical objects in range and distorts their vision, causing them to perceive themselves as completely outside the boundaries of the spell. Creatures with deaf feet and charmed by the spell perceive objects as hidden or apparent, or objects as mundane or magical, and creatures with darkvision understand that shadows cast by the spell appear dim light or gray without affecting them. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You utter a spell of greater power that inflicts an extraplanar entity of your choice that you can see within range, one that is humanoid or monstrously mobile. The extra entity disappears when it drops to 0 hit points or when the spell ends. The extra entity is friendly to you and your companions. Roll initiative for the extra entity, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, a contagion has the ability to infect one creature in a 300 foot radius and cause debilitating damage to it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Sacrificing Spray 30 Instantaneous You create a puff of air centered on a point you can see within range, creating a pillar of thick cloud around which twelve words appear to the wind. Each word must start with a consonant and ends with a backslash. The words appear to remain a point of your choice within range, but you can spell check for each word and have the words flap as if they were written in parchment. The words appear to be spoken, written, and read in the language you choose. If you don’t have enough words to write on the ground, the words appear to be discarded instantly and wind picks them off the ground. Each creature that starts its turn within 60 feet of the pillar must make a Constitution saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The pillar obscures whatever it ends, and any creature that can see it must make a Wisdom saving throw. As a bonus action on a subsequent turn of yours, you can move the pillar as far as you like, up to 60 feet, and repeat the saving throw with advantage. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 1 Hour
Duration:
Enchantment that you touch a creature that you can see within range. You gain control over the creature for the duration. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a flickering, magical light within range that lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The spell ends if you use another source of light. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical barrier around yourself that prevents the target from casting spells. The barrier lasts for the duration. Until the spell ends, the target can make a Charisma saving throw. The target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The barrier protects you against all damage and spell-like abilities unless you are incapacitated. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash a magical blast that impacts heavily upon your enemies and leaves behind a protective energy field in front of you. Each enemy targeted by the barrier must succeed on a Constitution saving throw or become blinded until the spell ends. If creatures are still blinded by the barrier, they make a Constitution saving throw against your spellcasting ability check. If a creature fails, it can immediately return to its feet and make a Constitution saving throw against the barrier, ending the effect. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 1. If you touch a creature that isn’t within 30 feet of you or is prone to being charmed, you can use an action to call on the power of a willing creature. Whichever creature can defend itself against the spell, it can’t be charmed.
Duration:
2. If you cast this spell on a creature that isn’t charmed or is prone to being charmed, the creature can repeat the spell’s ability check with a level and Constitution saving throw. On a success, the creature can use its action to make another ability check. On a miss, the creature can use its action to make the spell again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of times you can cast the spell increases by two for each slot level above 5th. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 1 minute
Duration:
This spell creates a harmless mist within range. You choose a point you can see on the ground within 5 feet of you. That way, creatures of your choice that you can see within range can’t pass by, stay in cover, or run or jump. You can make a Strength or Dexterity check in your spellcasting profile to see if you are addressing something beyond the range of these spells. If successful, you can banish the mist to the ground, moving you in a circle with advantage for the duration. If you move over a pile of rubble, you can move up to ten feet in any direction and then the spell ends. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 20
Duration: Instantaneous
You unleash a momentary blast of magic on a creature of your choice that you can see within range. Until the spell ends, the target appears in an unoccupied space within range and vanishes, leaving behind no sound and dissipating any magical energy it expended to cast this spell. In addition, once within range of this spell, the target releases a short-circuited prayer into any location where it appears. Such a prayer can be suppressed or eviscerated if you choose, but it emits no sound and disappears when the spell ends. The spell can’t affect undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 24
Duration: Duration: Concentration, up to 10 minutes
This spell creates a shimmering orb within range that lasts for the duration. It emits a bright light, a piercing scream, and a puff of wind that is audible within 30 feet of you. The orb spreads around corners, and its area is lightly obscured. The glowing orb causes illusory stomps within 30 feet of you. A shimmering silver or emerald flash appears in the ground within 10 feet of you. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 300
Duration:
Duration: Concentration, up to 1 hour You shape an area in your space on the ground within range for your ranged spell of choice. You choose how the area will appear. The area is 10 feet deep and is composed of up to ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Each panel’s area includes a structure made of magical energy made of runes or a similar magical power. A panel’s area can be up to 5 feet tall and consists of up to ten 10-foot tall panels. Each panel’s area can be up to 5 feet wide and can’t contain more than one structure. All panels have a power rating of 5 and have a AC of 15. The panels can’t be disarmed, nor can they create traps or other barriers, but they maintain a portion of the area for its duration. Each panel’s area must be within 10 feet of a structure or a structure’s area if the structure’s area is smaller than 10 feet. If a structure’s power is cut off in the area, the panels disappear and the structure remains within its area. The panels can’t create any permanent magical effect except for magical antimagic field, but they can create a temporary one that only the structure can use, such as a glyph spell, to grant a specific effect. For example, a glyph of warding might double the extent of an area covered by the glyph. This spell can’t create a permanent antimagic field, but it can create an area filled with strong magical energy that wards off fey. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
1 HourYou create a magic circle that is centered on an area of ground that is prone to snow or snow, and that is 5 feet in height and 30 feet wide. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate the area in which the spell occurs. The circle is centered on a point you choose within range. The circle can be up to 30 feet in radius. Divination
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
Choose a spell of 3rd or 4th level level that you can cast, that has a casting time of 1 action and that can target you, grants you resistance to one damage type of your choice that would deal disease damage, and that would be cast within 4 hours of the spell. You cast the spell, taking 12 hours of damage, then repeat that time by spending 8 hours casting the spell. You can target one additional creature for each of the creatures described below, if you find them useful. The creatures can't be nearby while the spell is active. If the creature you target is missing from the list, you can use your action to dismiss the spell. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates divinatory magical force within undead creatures to target one within 120 feet of you and banish the creature to another plane of existence. For the duration, the creature is immune to any and all of the following effects, and it gains no temporary hit points: Sickle-Wound. The creature becomes paralyzed and prone. Flame Burst. The creature takes 2d6 fire damage, and it takes 1d8 fire damage when it explodes. Cold Burst. The creature takes 2d6 cold damage, and it takes 2d6 cold damage when it ignites a piece of clothing. Hallucinatory Terrain. In this spell, the terrain is difficult, uneven, and unevenly shaped, so that natural stone and mud trails are difficult to follow. While soft or worn by creatures of Medium size or smaller, the terrain is difficult or impossible to dismount. Structural Change. To affect an area of terrain in the form of a temple, room, wall, or other structure, you can alter its general shape, size, and opacity to match your own. For example, if you create a temple on solid ground and make an inverted portion up to 10 feet high, you can alter the temple's shape to match your own shape. Physical interaction between the two objects can lead to damage. When such a phenomenon occurs, the temple collapses and creates devastation 20 feet deep. The temple’s interior is made of earth and stone, and it is immune to nonmagical damage. The temple has 2,000-foot-radius wings, which it can fling itself at targets within 20 feet of it. Redirecting the temple’s gravity to deliver a briefcase filled with rubble provides a briefcase capable of holding the briefcase. The briefcase lasts 30 days or until the skeleton leaves the temple. For the duration, a skeleton of minimum 5 feet tall and weighing 5 pounds delivers 1d6 forceps of forceps to a target in its immediate area for the first time on a turn or attack roll within 30 minutes. If you make a melee spell attack using an attack bonus, you can expend two forceps to deal 1d12 forceps to the target’s space, which would cause the skeleton’s falling speed to be reduced to half normal for that turn. The skeleton delivers the attack with advantage if you have it. As an action, you can expend one forceps blast to deal 1d12 forceps of forceps to a creature within 60 feet of the temple. A creature must use its movement to move to attack the skeleton. Each creature that can’t move when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 6d8 necrotic damage, and it can’t use its action to exhale any of its nonmagical energy into the skeleton’s space. The skeleton delivers the attack with advantage if you have it. If you fail, the skeleton doesn’t deliver the attack and takes 6d8 necrotic damage. When the skeleton’s gravity gives it reason to move, it can use that reason to move at your direction. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a barrier of light in a space you can see within range to prevent ranged attacks of opportunity against you. The barrier lasts until the spell ends, or until you cast the spell again. If you cast this spell again, you must repeat its casting. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magic circle on the ground that lasts for the duration, at the start of each of your turns until the spell ends. When the circle springs into existence, you can choose one of the following effects to cause the circle to move. First, it creates a 50-foot cube with a 10-foot radius around it that lasts for the duration. When you cast this spell, you can specify a direction on the circle that the circle followed by a fingerprint indicating that direction. The circle moves with you, remaining centered on you and touching you when you cast the spell. If the circle moves while you are touching it, you can use your action to move it so that it passes through an opening created by a certain speed. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Up to six magical flames of opportunity appear within range, and flames that appear in unsightly or obscuring locations within a 10-foot radius. When a creature moves into a place within 5 feet of one of these flames or enters a place within 5 feet of one of these fires, it is immune to being frightened. If the fire spreads among the flames, it appears where it is needed. The flames can be extinguished by means other than burning or by pouring cold water over the flames. A creature must spend 1 minute preparing and pouring off 1,000 flammable liquid pounds dry. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 8 Hours
Instantaneous You create a spectral wall of water that lasts for the duration. The wall lasts for the total area of the spell’s area divided by the number of creatures in the area. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and half as much damage on a successful one. On a successful save, a creature takes half as much damage and half as much damage on a failed one. If the spell ends early or more than once before, the spell ends on that creature. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 8 hours
You attempt to charm a creature within range with a magic spell. If successful, the spell creates a warp that leads to a different creature in range of the charm. Otherwise, the target is surrounded by a misty cloud that obscures its area. Each time the target takes damage, the misty cloud falls, and it can’t be removed by any means. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 7th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create a shimmering cylinder centered on a point within range. The glowing cylinder remains for the duration or until you dismiss it as an action. An antimagic field can disperse the antimagic field, but it dissipates when the spell ends. The embers created by this spell are harmless. Each creature within 30 feet of the glowing cylinder when you cast it must make a Constitution saving throw. On a failed save, a creature is blinded, deafened, or has 2 levels of deafened secrecy. At the end of each of its turns, a creature blinded by the embers assumes a half size category, and it can’t speak any language other than English until the spell ends. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create or animate a vortex, opening around it a dire threat and then releasing a puff of wind capable of dealing the threat no wind at all. Whenever you cast the spell and as a bonus action on a subsequent turn you can switch back to normal, opening a new one, up or down, a vortex created by the spell to deal the dire threat no wind at all. The saving throws for a sealed or unsecured creature or a creature or an object within reach automatically fail if the creature or object is lifted, otherwise the spell fails and the creature or object vanishes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a vortex up to 20 feet in diameter with a 15-foot radius around it, creating a vortex of 10 feet tall and 20 feet deep. Vulnerability to nonmagical flame damage Concentration, up to 1 minute This spell destroys one or more nonmagical flames on the ground within range that you designate. You create one of the following effects when you cast this spell. You can extinguish a fire in the area. The fire extinguishes the flames in the area. If you create a bonfire in the flames, that bonfire must move 10 feet before it can be extinguished. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can extinguish one or more of the following effects in addition to the other way: By turning smoke, fire, or gaseous form flames into harmless vapors; or By creating a cloud of suctioning air that obscures its path and moves with it; or By creating clouds or droplets of vapors that rapidly expand into large, flowing rain-like clouds. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration:
Concentration +1 bonus to AC for you and up to eight willing creatures within range. Concentration, up to 10 minutes Range Duration: Concentration, up to 1 minute You choose a point you can see within range and cause one willing creature in the area to become charmed by you. The charmed target’s speed and attack bonus against you increase by 5 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You transform a willing creature you touch into a pillar of mist. The creature becomes infernal until the spell ends, and all its movement and attacks are made with advantage when it uses its action on its turn. The creature’s speed and armor rating are reduced to the lowest possible levels. The creature disappears when it drops to 0 hit points or dies. At the end of each of its turns, the creature can make one of the following two Constitution saving throws. It can take this roll or a similar roll, gaining advantage on each. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use a bonus action on a subsequent roll of 6 or higher, and the creature becomes infernal until the spell ends, gaining the following benefits: - You have resistance to nonmagical damage. - You have resistance to cold damage. - You can use your action to create a 15-foot-radius sphere centered on that point by spending 1 minute removing a layer of magic from the surface. - You create a siphon of ice at the same spot you used to cast the spell. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a puff of strong wind and hurl it toward one creature of your choice within range. Make a ranged spell attack for the creature within your reach. On a hit, the target takes 3d10 lightning damage and is pushed 10 feet away from you in a straight line. In addition, each creature whose speed is 3 or lower when you cast this spell must succeed on a Dexterity saving throw, being pushed up to 5 feet away from you. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You make a creature appear intangible. Choose one creature that you can see within range. The target must make an Intelligence saving throw. It doesn’t take any action to regain control of itself by casting this spell again. You then either remove the insubstantial illusion or shape the creature to resemble a different form. Once you cast this spell, you can recall which form the creature was created in or to a new one as part of its restoration. Form. The target must be within range. The form you choose has no apparent physical form, such as the one you use for the spell’s power, or a form that isn’t nearly as visible as the target’s physical body. The target must make a Charisma saving throw. On a failed save, it is limited to the number of actions it can take as an action, and its movement speed drops to 20 feet. During this time, it can make another Wisdom saving throw as an action. If it successfully saves against this damage, the creature is no longer restrained and instead becomes translucent until the start of your next turn. It remains unconscious for the duration, but its movement and speed can increase by 20 feet, and it can’t attack or cast spells. If the target takes any damage as a result of falling short of its normal speed, it is protected from the stress of falling another creature’s speed, albeit at an incredible cost. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You touch one willing creature and breathe out a powerful magic that temporarily turns it willing creatures willing and blind until dispelled. For the duration, an unwilling creature has disadvantage on attack rolls against you and can't be targeted by other spells or magical effects. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A spectral bird appears in a spot of your choice within range and that creature must succeed on a Wisdom saving throw or become frightened for the duration. The spectral bird can’t attack or target friendly creatures, but it can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. The spectral bird has the same general shape as a bird of burden, with wings folded in a pony tail, and it weighs no more than 5 pounds. If it falls from a height of 5 feet to 8 feet, the spectral bird flies away from you and begins its next turn flying at a higher speed. The spectral bird can‘t attack or target friendly creatures, but it can make a Wisdom saving throw at the end of each of its turns (if you are hostile to it, it can use its action to move away from you and strike a friendly creature that it can see within 5 feet of it). If it fails the save, it pursues its quarry with care. If it w ho st st st m o u p e n l o f m a n d its quarry, it drops the weapon and appears dead to everyone who uses it. It has a swimming speed of 60 feet and a climbing speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time you cast it, you can target one additional creature for each slot level above 5th. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You cause a shimmering sphere of energy to appear on the ground within range. The sphere appears in a spot you choose within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and must make a Strength saving throw. If it fails the save, it has disadvantage on the attack roll and is restrained for the spell. A creature must succeed on the saving throw before the sphere appears. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a puff of smoke that spreads around corners along your path. For the duration, each creature that ends its turn within 10 feet of a point you choose within 300 feet of you must succeed on a Strength saving throw or take 1d10 bludgeoning damage. Thus, a Small or Medium creature that ends its turn within 5 feet of a point you choose must succeed on a Strength saving throw or take 1d10 bludgeoning damage. A Large or smaller creature that ends its turn within 5 feet of a point you choose must succeed on a Strength saving throw or take 1d10 bludgeoning damage. A creature that ends its turn within 5 feet of a point you choose must make a Strength saving throw with advantage. On a failed save, it takes 6d10 fire damage. Any effect that removes a fire effect allows a creature to roll 1d10 fire damage on a 1 or a 2, creating a puff of fire in the fire. Nonmagical fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
For the duration, you hurl 5 stones at one creature you can see within range. The target must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage. The stone impacts with a melee weapon and ignites either stone or a cylinder of crackling, purple energy that encloses the target. The stone ignites any stone or cylinder that has been damaged before. This spell ends if you use ammunition or weapon ammunition that is loose or unprotected, if you use ammunition that is worn or carried by a creature or if you use an action to run over a creature that you can see. Each stone or cylinder counts as 1 inch thick against your current height limit. The spell ends if you use an action to move any distance of up to 30 feet before or after moving 1 inch more along the stone or cylinder. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell wards off decay in the area for days. If you cast this spell in an area full of decay for the duration, any decay has a 5 percent chance of being removed by the dispel magic. When the magic ends, a faint, yellowish glow appears on your skin, and you regain 30 hit points. These magical scars aren’t permanent, but they do reduce the size of the scar to 1/2 inch thick. If a creature cuts itself or another creature’s arm off before the spell ends, the creature healed by the potion’s capacity is also reduced to 0 hit points (though it isn’t incapacitated by the spell). Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell wards off magical energy from inside a creature that you choose to ward against. The spell only targets one creature you choose. You decide the nature and direction of the magical energy and its properties. If you cast this spell on the same creature every day for an 8-year period from today until the spell ends, that creature can cast spells as normal. If the spell fails to target one of its targets or ends as a result of its first casting, you can dismiss the spell. If you do so, the spell ends, and magic disperses. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose an area of magic rock that you can see within range and that is up to 500 feet tall. You cause the rock to ripple in an odd pattern within range. The ripple produces magic circle or magic circle glyph glyph equivalent to a staff of nature symbol, and it lasts for the duration. If you cast this spell on the same spot every day for a year, the magic circle or magic circle glyph produces a magic circle glyph equivalent to a staff of nature, and the spell lasts until dispelled. If you use a spell slot of 7th level or higher and instead affect a 20-foot-radius sphere centered on the magic rock, a second magic circle glyph produces a scroll glyph, a book of mundane history, or a staff of nature glyphs. When the second magic circle glyph reaches its target, or if there is no second trap created by the first, the magic circle or scroll glyph triggers an effect similar to a glyph triggered by glyph glyphs, such as opening a glyph slot or casting a glyph command. At the same time, the two glyphs open a path linking them, both created by the glyph or glyph created by the trap, that would allow the glyph to open, close, or link a third trap created by the trap. You issue a command to the rock, sending it with a brief message along the way that states how you wish it to behave. The command is audible when the rock drops to 0 hit points and is spoken at the same time as you cast the spell. While the magic circle or magic circle glyph is in existence, the trap created by the magic circle glyph can be removed by using an ordinary reduction spell cast against it. To do so, you must cast antimagic field on the magic circle or glyph, which removes it at the DM’s option. When the trap is removed, the spells that control it return, at the end of each of the 24-hour periods a new trap can be created, and the spell fails if you still control the magic circle or glyph. The trap activates only when a small part of the magic circle collapses (typically the area is cleared before the trap activates), as if the trap had not been created. The trap can be dispelled by using dispel magic against it. If the trap still exists, the spells that control it deal no damage, and any spell cast targeting it is wasted. If you have no magic circle and are about to pour magic from, or sink your teeth into, any of the magic circle’s contents, the magic circle collapses and the trap is dispelled. When you cast this spell, you can have one additional magic circle created for each slot level above 1st. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You conjure up a creature of your choice that you can see within range. Its body is smooth, but it has a 60 percent chance to make a Strength saving throw. On a success, the creature makes the save. On a failure, the creature is restrained by a shield or a thin sheet of thick, silvery material. The creature remains in the area until it takes damage. When the spell ends, the creature is no longer restrained by the shield or sheet and can use its action to make another attack. If it succeeds on the attack, it can use its reaction to end the spell on a hit. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a ward that protects up to three undead creatures of challenge rating within range. For the duration, the creature serves as a lich and has the lich’s hit point maximum. The creature can be turned into a lich if you have the lich’s hit point maximum or the creature has the lich’s hit point maximum. A lich becomes dangerous if it takes any magical damage. It must have hit at least 1d6 of saving throw spells or be immune to the lich’s damage and has disadvantage on saving throws against its spells and abilities. If you cast the spell and then use its own spell slot to cast the spell, the ward automatically extends to all of the undead. You can have one additional creature ward created for each creature you select. When you create the ward, you can have up to two additional creatures created for each l’ den selected. The creatures created by the spell can’t be turned against the creature or summoned by the creature. This spell can’t create multiple wards. Each creature w ill create a ward that is two feet square and that weighs 3 pounds. The creature w ill create an extra ward—a panel of nonmagical nonliving materials in the shape of a finger, foot, or sooty that is 2 inches across. Each creature in the panel must make a Constitution saving throw. On a failed save, it reverts to its original form and must spend 1 minute cleaning up excess soap and water before removing it. When removing the panel, you can use your action to banish each w ight to the open space so it can rest while you cast the spell. Additionally, you can animate and w as animate and a moused creature w as a Huge or smaller creature. Both these spells need to be used during the casting of this spell. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create five small glowing orbs of emerald light within range. Each sphere lasts for the duration. Each creature affected by this spell must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage, and it is poisoned for 1 minute. On a successful save, it takes half as much damage, and no damage is taken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two additional bolts of emerald light appear in each of your wands and flicker lights in your place for a minute. When you finish casting this spell, you can cast both spells again. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You reach across the floor and grab a piece of furniture as a challenge. If you succeed, you either open the door, or throw the pieces back in your hand. The piece drops where it landed, and when it reaches the surface, it disappears. So, for example, if you open the door to a room full of rats, you might drop a few pieces there, though you might get lucky. You might get an opportunity sneak attack and then sneak up on every one of them. If you do, you're stunned, requiring 10 feet of movement to open and close. This spell ends when you finish your short or long rest. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5
Duration: 1 Hour
A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened. At the start of each of its turns until the spell ends, a frightened creature must immediately move to an unoccupied space of its choice within 10 feet of you if it is standing or crouching. If the frightened creature moves more than 10 feet from you, it must succeed on a Wisdom saving throw or take 1d12 psychic damage (if you have one) as an action. The spell has no effect if you have no senses and can sense only the flashing of your thoughts. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5 Days
Duration: 60
Instantaneous Choose a point in space and place a spell of 1st level or higher on the ground within range. If this spell targets a point within range, the target takes 1d8 fire damage and half as much damage on a hit. The damage increases by 1d8 for each slot level above 2nd. Instantaneous A spell of your choice that ends the turn ends. Choose one of the following effects when you cast this spell: You gain the benefits of the first effect of the chosen spell. You gain the benefits of the second effect of the chosen spell. You gain the benefits of the third effect of the chosen spell. You gain the benefits of the fourth effect of the chosen spell. You gain the benefits of the fifth effect of the chosen spell. You have advantage on Strength and Dexterity checks by 1d8 until the end of your next turn. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5 Days
Duration: Concentration, up to 1 minute
You touch a creature or object in a 10-foot cube within range. The target must succeed on a Dexterity saving throw or take 1d6 force damage. The creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature must also succeed on a Dexterity saving throw or take half as much damage on a successful save. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5 Days
Duration:
You create a shield from magic. Choose one of the following effects for the duration: You create a protective shield of your choice that lasts for the duration, and lasts in the same place as the spell. You create a protective shield of your choice that lasts for the duration, and lasts in the same place as the spell. You create a protective shield that lasts for the duration that you cast the spell. You create a protective shield that lasts for the spell's duration. You create a protective shield that lasts for the duration that you cast the spell. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the spirits of nature against one creature of your choice that you can see within range. The witch has advantage on any attack roll against the creature. On a hit, the creature takes 3d10 force damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport someone to another plane of existence. Until the spell ends for you, the person you target must choose another plane of existence. You can target an unwilling target who isn’t hostile to you as a bonus action on your turn to make a metasek spell of your choice, which you can cast as a free action. While this spell is offered to a target who is friendly to you, it fails if the target is forced to leave your current plane of existence. As an action, you can offer something to the target. You can make a ranged spell attack with it, which is magical in nature, or you can make a nonmagical weapon attack with it, which is magical in nature, but with disadvantage. The target suffers the attack’s effect until it leaves your current plane of existence (such as its home plane or the union between you and the target you target is attempting to reach in combat), at which point the spell ends. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 5 minutes
Duration:
You mentally control any creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d10 psychic damage and is frightened of you for 1 minute. The spell ends if the target takes any damage. The target can use an action to use its reaction to dismiss the spell. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell creates a harmless magical effect on a creature or an object it can see within range and lasts for the duration. This magic effect is invisible to most creatures, creatures that have an Intelligence of 3 or less, and objects that aren’t being worn or carried by creatures or objects that aren’t being worn or carried by creatures. Enchantment
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell creates a shimmering, floating mass of magical energy when it strikes a creature within range, granting it a +10 bonus to AC for 1 minute. A creature that would have been affected by the spell with a Strength of 5 or lower can Str 16, and the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Day
1 mile You gain the following benefits: You can use a bonus action and make a melee attack against one creature within the spell’s area. The target takes 2d8 necrotic damage, and it must succeed on a Dexterity saving throw or be blinded until the spell ends. If the spell ends, the target is blinded for the duration. If the target is under the effects of an effect that ends its turn, the target can use its reaction to dismiss the spell. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour 1 Round 30 minutes 1 Hour (10 minutes) Instantaneous You use your action to attempt to communicate with a creature that you can see within range. The creature must be within range to speak or to move. The creature must take 5d8 necrotic damage and must then roll a d4. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 hour
A creature you can see within range that you can see must succeed on a Strength saving throw or take 1d10 psychic damage. On a turn, each creature can use its reaction to make a Strength check against your spell save DC. On a success, the creature takes half as much damage. On a miss, the creature can use its reaction to use its reaction to hit the creature instead of the spell. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering, shadowy barrier appears at a point of your choice within range between yourself and a creature that you choose within range. The barrier lasts for the duration, and might appear in any number of locations along the target spellcasting location. If you cast this spell multiple times, you can have up to three barriers created by it visible in one spot within range. When you cast the spell, you decide what conditions each spell requires and when it can trigger, and what spells and what conditions the spell requires in effect. Each barrier is streaked with magical runes to prevent the creation of traps or other similar loopholes, and each barrier is inscribed with a symbol indicating how the spell functions. An invisible barrier encloses a creature or place within an area that is difficult to see or that could be difficult for the creature’s access to such an area. You can create barriers made of stone, metal, or water, create barriers made of siege engines, or create barriers made of earth or lava. You can cast these spells with disadvantage if you are proficient with either spell. When you create a barrier, you can cast spells with a +1 bonus, and if you spend a bonus action to do so, you can cast spells with a +1 bonus. You can’t cast spells with a casting time of more than 30 minutes, or spells with a casting time of up to 10 minutes, or spells with a casting time of up to 1 minute. When you cast an antimagic field on a barrier, that spell ends, and creatures and objects created by or linked to such spells are turned into the barrier. If you create a magical barrier between you and a creature or a place or an area difficult to see or difficult for the creature’s access to such a place or area, the magic barrier lasts until the spell ends. If you create a barrier between you and a creature, that creature is turned to you for assistance in removing the barrier. The creature is protected by a magical barrier, though it w as created and is immune to all damage and spells' effects if the barrier cuts through its vision. A creature or a place affected by the magic barrier is a different creature with no magical barrier. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, a wizard of your choice that you choose must spend 4 drops of water on a target and instantly extinguishes the fire within 30 feet of it. If the target would normally be covered by dirt or stone, a layer of dirt or stone emblazoned with a devil symbol obscures it for the spell’s duration and blocks most rays of light. Additionally, each creature in a 30-foot-radius sphere centered on the target sphere for the duration must make a Dexterity saving throw. On a failed save, it can’t speak a line and becomes blind until the spell ends. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Permanent enclosing charm and calming effect covers a creature’s clothing, nourishing it and storing it for use for the duration. The effect is permanent and is particularly effective against fey. Whenever you cast the spell, you can rewind time to affect the same creature again. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a shimmering, opaque barrier that protects an area of terrain for 10 feet on a side. The barrier is 10 feet high, and it lasts for the duration. When broken, the barrier cuts through whatever barrier is in effect, causing natural stone to break away from it, creating a sudden shift in the terrain’s natural terrain order. A sudden shift in order and without warning. The barrier instantly blocks a random natural terrain direction from reaching the wall. If you move over a natural stone—such as a rock made from stone, rock thrown from a height of up to 30 feet, or a solid stone cast from a celestial or fey cloud, for example—the barrier appears and lasts for the duration. If you create a wall from a spell of 2nd level or higher, you can create a sudden shift in the natural terrain order, instantly creating a sudden change to the order of the natural terrain on the left side of the barrier. The barrier can penetrate barriers of up to m3 masonry, masonry 2 or masonry 1 or masonry 2 and 2 mounds or less, creating openings for stone and stone-infested trees to launch a chain reaction of stones and loggers into the barrier. Each stone or logger carries with it a different spell of 2nd level or lower, making it impassable for up to 10 minutes. Each stone or logger costs 6 feet to move through. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell halts a creature's natural growth and doubles its maximum height, weight, and type. All new creatures born after 1120 take 3d10 cold damage. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell harms creatures of your choice within range that you can see within range. If you target a creature, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction that you choose; if you target a creature, it must also make a Wisdom saving throw against the spell and is pushed 10 feet away from you in a direction you choose. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Up to three creatures of your choice that you can see within range take 3d6 psychic damage. This damage roll is a spell-like ability check. On a success, the creature takes half as much damage. At Higher Levels. When you cast this spell using certain higher-level spells of 5th level or higher, you can use your reaction to automatically roll the damage of the spell on a 5 on a roll of 5 or higher. This spell’s damage increases by 2d6 for each of your Constitution-based ability scores. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to take flight. You touch an object, such as a staff, a staff of magic, or a staff of magic, and the object appears in a plane of your choice within range. A creature can use an action to step on the object (’s) hand and touch it. The target must succeed on a Dexterity saving throw or be knocked prone. On a success, the object is no longer knocked prone and the spell ends. The target can move to a place where it can move normally, but the move must be made using the shortest possible route. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a flickering, shadowy figure within range that grants you and Creatures of your choice within 30 feet of it an illusion. The illusion lasts until the animating spell ends, at which point the illusion begins moving and can move at your command. You can use your action to move the illusion up to 30 feet and then end it. The illusion is permanent. You can animate one or more new targets or create new ones for each of your targets. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate any one new creature or construct for each slot level above 1st. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a puff of smoke that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Any solid surface in the area is a solid foundation. The smoke lasts for the duration, but it emits a faint odor when it is first sounded within 5 feet of it. If you cast this spell while you already have a creature’s smoking puff, you can make the same difference. The smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Any solid surface in the area is a solid foundation. The smoke lasts for the duration, but it emits a faint odor when it is first sounded within 5 feet of it. If you cast this spell while you already have a creature’s smoking puff, you can make the same difference. The smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Asleep 120 Concentration, up to 1 hour You awake one creature you can see within range. The target must make a Wisdom saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. The target is then transported to a different location under the effects of this spell. While this spell lasts, the target can’t speak any language other than Common and Draconic. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a shimmering disk at the center of your space for the duration. Until the spell ends, you can use your action to create a small warp in the disk to sweep away any creatures that aren’t completely within line of sight. Creatures within 5 feet of your space are excluded from the warp, and any creatures that are within 5 feet of your space must make a Wisdom saving throw to avoid it. An affected creature can use an action to make a Wisdom saving throw against the warp. On a successful save, the spell ends for that affected creature. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You pull something away from its target’s surface and create a warp in the fabric of space that creates a warp-in, a warp-out, a stupor, or a puff of blackness that lasts for the duration. The warp-in can be removed by divining out the wisps or simply removing them. The warp-in can be removed by raising your finger to its surface, touching it, or manipulating it. If you create both the warp-in and the warp-out, you create the same warp-in and the same warp-out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of energy that can be safely siphoned out of an orb increases by 30 for each slot level above 6th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You transform a creature you can see within range. The target becomes a Large solid dragonfly for the spell’s duration. The target flies a minimum of 60 feet per round for the spell’s duration. The target flies through 5 feet of fog for the entire duration. For the entire duration, the target can fly and is restrained by its dragon wings. During the spell’s duration, the target can hurl up to 50 pounds of thick fog (20 feet in diameter); if filled, it sheds bright light charmed by it for 30 days, and dim light for another 30 days. Also, the hurl spell creates a 20-foot-radius sphere centered on a point within range, with a 20-foot diameter sphere centered on a point within range. The sphere spreads around corners. On each of your turns before the spell ends, you can repeat this spell's bestow immunity check. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 hours
A shadowy figure appears within an area of darkness that lasts for the duration. It appears to be a beast with a bite and a tail and can’t attack. The figure can move across difficult terrain, up walls, ceilings or whatever solid surface a beast is on. There can be up to two visible victims within the area and one shadow victim behind the figure. The shadow appears to be friendly to you and your party. While you are shadowcovered, you can see everything around you in dim light. If you spend a number of rounds studying under the hood of a beast, you can see through its eyes and hear what it hears as if it were inside your mind. The figure can move across difficult terrain, up walls, ceilings or whatever solid surface a beast is on. There can be up to two visible victims within the area and one shadow target behind the figure. The shadow appears to be friendly to you and your party. While you are shadowcovered, you can see through its eyes and hear what it hears as if it were inside your mind. You can also see through its lips and hear what it says. While shadowcovered, you also have disadvantage on attack rolls against creatures within 30 feet of it. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
By means of a spell, a quicksander falls and strikes its target multiple times, causing its ammunition to explode. Each time the quicksand explodes, a second or more after that time, the ammunition explodes. The ammunition explodes again if it is empty or if no ammunition is present. An injured target can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the target suffers one damage level (including poison and radiant damage), and it is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a magical barrier that protects a creature’s camp from hostile creatures. For the duration, the barrier is glowing with radiance. Any creature in the area when you cast the spell must succeed on a Wisdom saving throw or take 1d6 radiant damage. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, it must roll a d20. The spell’s area is difficult terrain and is heavily obscured. The barrier blocks all visible light and darkness for the duration. The spell ends if the barrier is breached or if the spell damages a creature. When the spell enables a creature to set foot in the spell’s area, it creates a luminous barrier with a 10-foot radius around it to keep out hostile creatures. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You cause up to twelve candles to flicker and sparkle within range. When the flicker or sparkle deals damage, it deals an extra 1d6 bludgeoning damage to the target. For the duration, the candle sticks to surfaces, sheds light in them, and ignites candles that aren’t being worn or carried. In addition, the flicker or sparkle deals an extra 1d6 force damage to the target, which occurs when a creature using your action to cast a spell attacks your spellcasting attempt with that spell. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a glyph within range to grant specific abilities or actions to a target within range. You can expend one use of your spell slot to create a new glyph. The glyph can be up to twenty-five feet high, 10 feet diameter, and 1 inch thick. Each creature that you choose must make a Dexterity saving throw. On a failed save, the target takes 6d6 bludgeoning damage and is pushed 10 feet away from you in a random direction where you cast this spell. On a successful save, you aren’t pushed. When you cast this spell and as a bonus action on its turn, you can move or cast spells automatically, as normal, until the glyph commences to manifest. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a spectral servant hovering in the air, issuing a shriek of thunder to those within 30 feet of it. Until the spell ends, the servant disappears, leaving behind no physical form. The servant can attack and move around corners, but it can’t attack its fellow creatures, and it can’t speak any language other than dragon’s or kobold’s. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a command, and it becomes telepathic with you for the duration. If you cast this spell multiple times, you can have as many as three of its non-instantaneous effects active at a time, at a time. For example, you could have all its senses activated at the same time, triggering two of its senses at the same time, and then doing nothing other than obeying its voice to obey its voice. At the end of each casting of this spell, you can exert your will in a manner that would manifest a true, living weapon. You can use your action to issue a shriek of thunder, which impacts the target hard and causes severe damage to the creature. The creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 thunder damage and is knocked prone. At the DM’s option, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 30 seconds
This spell creates an unholy mess inside a willing creature you touch that lasts for the duration. After the spell ends, you can choose a password that can be written using only one of the following four possibilities: _Astrophy, _Divination, _Sleeping Beauty, or _Berserker'. If you choose a password that isn't a password, the spell ends immediately. During this time, you can use a bonus action to make a melee spell attack against a target within 120 feet of you that you can see within range. On a hit, the target takes 1d8 necrotic damage, and it makes a Wisdom saving throw to regain control of its mind. On a failed save, it can’t willingly reintegrate into the body for 24 hours, ending its turn early. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
An invisible barrier of magical force rises from your space between two points within range, preventing one creature that you can see within range of you and one object that you can see within range of the barrier from casting spells. The barrier extends into the space for which you cast the spell and stays there for the duration, at which point the barrier disappears. Each time you cast this spell, you can have up to two barriers created by the spell dissipate after 6 rounds. In addition, you can create barriers up to the length of your body, creating illusions and blocking hard objects. When you cast the spell, you also animate and appear to be in a different barrier created by the spell. Additionally, you can make any barrier up to 70 feet long and 30 feet high, as created by the barrier spell, and any barrier up to 30 feet high and 30 feet thick make a separate barrier. When you make a spell attack, you can compel the barrier to make a successful attack roll or use a bonus action to cause it to make a new attack roll. On each of your turns before the spell ends, you can use your action to issue a new command and make any new attacks. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Choose a spell of 5th level or lower that you can cast, that has a casting time of Concentration or 1 minute cast time, and that lasts for the duration. For the duration, you can use a bonus action to cause a bolt of lightning to leap from behind you and slash through a solid surface within 5 feet of you. Make a ranged spell attack. On a hit, you are also knocked prone, which makes your flying speed reduced by 10 feet. You take 8d12 lightning damage on a hit. If you take this damage when you instead use your action to make a melee spell attack, lightning falls from your back and spreads across the ground in a 20 foot radius around you, dealing 8d12 lightning damage to any creature that starts its turn in the area. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You call forth the spirits of nature to protect you from danger. Choose the following creatures to protect as they form: bat, bat, cat, crab, fish, frog, lizard, owl, poisonous snake, poisonous spider, poisonous tree (such as the branches of a poisonous tree or the bark of a poisonous vine), plant, or shrub. At the start of your turns, you can use your action to deal 1d4 damage to each creature that starts its turn with a level above you. Divination
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You create a shimmering orb in range on a point you choose within range. The orb appears in places and lasts for the duration. If you cast this spell using a spell slot of 8th level or higher, the orb radiates flame and dim light for an additional 10 feet. If you use a spell slot of level 8th or higher, you can create an immobile orb up to 30 feet in diameter that closes around itself and disappears when the spell ends. When you cast this spell, you can designate any creature that is within 30 feet of it as the target. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A spectral demon appears and hovers in your shadow for the duration. Choose one creature in range and that can’t see or hear (including you and any creatures within 5 feet of you) that is within 5 feet of you. The demon must be within 5 feet of you when you cast the spell, and it can’t move or be targeted by spells or other magical effects. The demon doesn‼t harm you and doesn’t create any benefit to you, including by casting spells or otherwise affecting you. You can dismiss this spell as an action, which grants it another use of his or her choice, or whenever you like. If you cast this spell while you have no other spells on your spellbook, you dismiss it as an action. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Until the spell ends, a creature you choose must make an Intelligence (Investigation) check against your spell save DC to recognize your location as being within range. You choose a point within range, such as a wall or a ceiling, that you can see, and you receive a visual hint as a bonus action on each of your turns. You can see a full 360 feet on a horizontal plane, up to 40 feet on a vertical plane; otherwise, the 2-minute visual cue is suppressed. You can specify a location early on as one of those locations can fit within an ethereal or a primordial location. You create such a location with one use of your spell slot. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a location using up to twenty-five additional scenes. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create four fey spirits hovering in the air and hovering slightly above the ground. When you make a melee attack with one of these fey spirits, you make a melee spell attack against one creature within 5 feet of you that you can see, which makes the attack roll. Additionally, you make a spell attack roll against a creature within 5 feet of you with one of these fey spirits. On a success, the creature takes half damage equal to 1d6 + your proficiency bonus. On a miss, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A Large, stone chest containing a variety of magical items appears at the end of a chest on the ground within range. You decide what kind of item the chest contains and how it fits within the space. The chest can hold up to four items and can hold up to six people. You can open or tear apart any of the chest items, though it can’t overlap with any other chest. If you do so, all its contents are lost forever and its contents appear in a pile on the ground, centered on the chest item’s location within 30 feet of it. The chest disappears when the spell ends. When you cast this spell, you can conjure up to five nonmagical constructs in the nearest unoccupied space for which there isn’t any inventory. A construct can’t attack or pass through its chest. While these constructs are within 30 feet of the chest item, they can not be dispelled by nonmagical energy attacks, and the spell ends for them. A construct can cast spells normally carried by any Medium or smaller carrying creature, provided that they aren’t undead and can carry a maximum of two loads. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell grants you a temporary and debilitating ability, like a scrying lantern, that prevents light going into the target's eyes. The ability to see only one side of a creature’s view at a time appears at no extra charge for the duration. In addition, the spell automatically selects one side of a creature’s view, so it is possible for the target to see through every light in that other’s sight without triggering the scrying ability. Divination
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to cast a spell, an attack that you can make using your spellcasting ability, or a spell of 4th level or higher, without spending any spell slots. While this spell creates an instantaneous effect, any such effect might be triggered sooner than you intended, causing the target to make an attack roll at the start of each of its turns. On each of your turns, you can use your action to attempt to cast a spell with a successful success—if it succeeds, you instead receive a small amount of acid damage and 3d6 acid damage from it for the next 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a gateway to life on an unwilling humanoid within range. The gateway takes the form of a cube or a sphere (as the case might be) and lasts for the duration, up to 1 hour. If you cast this spell on the same creature or a different creature within 5 feet of it, the gateway takes root within that creature, and the spell ends. When you cast this spell, you can assign a password to it that is unreadable to other creatures (such as a creature created by a spell or an ability that allows you to create nonmagical weapons or spells), and you gain control over the gateway until the spell ends. A gateway is a sort of magical bridge that allows an unwilling creature to travel safely between planes of existence, e.g. to a safe place in an area, or directly across an obstacle course to an unoccupied place. When the gateway appears, each willing creature that you chose must make a Charisma saving throw. On a failed save, a creature takes 6d6 necrotic damage and/or is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by the gateway. On a failed save, a creature can use its action to use its action to re-enter the gateway and gain entrance to the other dimension. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical barrier of magical energy that prevents others from passing through it. The barrier consists of one 60-foot cube centered on a point within range and lasts for the duration. Any creature that moves within the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute, while it lasts. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by the spell can use its action to make a Wisdom check against your spell save DC to break the spell’s spell slot. For example, a creature with 3rd level spell slots can cast the spell using its arcane weapon, and a creature charmed by the spell has advantage on the check. If you break the spell’s spell slot, you also break any of its other effects, such as the dispel magic, that would affect it. If you create the barrier, using a spell slot of 7th level or lower, you instantly remove a 60-foot-cube of magic from the spell’s area and banish a creature within it to a labyrinthine underground area that lasts until the spell ends. The area is Ethereal. When you cast this spell, you can have a material component that comes from a place on a creature’s attunement to a magic weapon or the spell’s effect ends, such as ebony or ebony spear. If you cast this spell and it ends before you have a chance to cast it again, it ends for you. At Higher Levels. When you cast this spell using a spell slot of nine levels or higher, the damage dilation increases by 1d6 for each slot level above 8th. When you use a spell slot of no more than eight levels higher, the damage increases by 2d6 for each slot level above lst. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical bond that secures your land or air in a certain way throughout the duration (up to 1 hour) for each creature you choose within 60 feet of you. You can secure the bond by succeeding on an Intelligence (Investigation) check made using your spellcasting ability, or by succeeding on an Intelligence (Charm) check used to discern whether the creature serves as a spy. You can establish the form of the bond by succeeding on an Intelligence (Investigation) check made using that check, or by succeeding on an Intelligence (Investigation) check used to maintain a sense of security in a place you use for Sight checks. The bond lasts until the creature leaves your space or moves into your space. When such a creature leaves your space or moves into a place that has more than one creature as its target, the creature that left the creature with a successful Intelligence (Investigation) check against your spellcasting ability checks for its location and at least one foot on the ground must immediately move to reach that creature. The creature must remain within 60 feet of its target, and the creature doesn’t have to move into the creature’s space to do so. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical void that lasts for the duration. Choose up to ten creatures within range and that can see a different direction through the void: up, sideways, or diagonally. Any creature whose hit point maximum is less than or equal to the level of the magical restraint created by the spell is pulled into the void, and it remains there until the spell ends or the void wall appears. An affected creature can use an action to exhale smoke and light within 30 feet of it, which spreads around corners. Each affected creature exhales a different quantity of smoke, sufficient to cause harmful effects, as well as a different odor. At the end of each of its turns, it produces either a tentacled, dripping, smoking, leaf-gray, or a cloud-like cloud, in either direction. If the cloud is cast into an unoccupied space within 30 feet of a space you choose for its duration, you create a magical void created by the cloud. The void lasts for the duration. Smoke. Each creature in the air created by this spell must make 10 bluff checks, which they do with half success. As a bonus action on each of your turns, you can move the void up to 30 feet and then repeat the saving throw. Each time, the void creates a puff of smoke. Fog. Each creature in the mist created by this spell must make a Strength saving throw. It takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A 5-foot-radius sphere centered on that save point is a hollow cylinder with a diameter of 10 feet and a depth of 6 feet. The sphere spreads around corners. Burst. Each creature in the mist created by this spell must make a melee spell attack. On a hit, it deals an extra 1d6 force damage on each of its turns. On a hit, this spell’s damage increases by 1d6, and when the spell ends, the mist creates a powerful protective bubble that lasts until the spell ends. The bubble surrounds a creature in the mist and distorts light and magical light within 5 feet of it. As a bonus action on each of your turns, you can move the bubble up to 30 feet and then repeat the attack against a creature in the area, ending the spell early. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an invisible barrier between two points on the surface of the ground within range. The barrier lasts for the duration. The barrier is 5 feet in diameter and 5 feet high. The barrier is made of solid stone, stone, or wood. Any creature in the area that doesn't have a torch ends its turn there. A creature can use an action to make a Strength check against your spell save DC to break the barrier. On a success, the barrier breaks. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a puff of smoke that spreads around a point or within a mote of air within range. The smoke spreads around corners or in crevices of buildings, until a point you choose within 60 feet of you is illuminated. The smoke is odorless and harmless. The smoke has the same range and type as regular smoke, but it sheds bright light in a 30—foot radius. As a bonus action on each of your turns, you can move the smoke up to 60 feet to a spot you choose within 30 feet of you. When the smoke appears, each creature in the smoke must make a Constitution saving throw. It spreads around corners or in crevices of buildings, until a point within 60 feet of you is illuminated. If you cast this spell on the same spot every day for a year, the disease spreads to all creatures in that area. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a shimmering, translucent barrier between an object and another object within range. The barrier appears on a spot within range and lasts for the duration. If you cast this spell again, the barrier disappears. You can extinguish the barrier by using up to ten gallons of water of your choice. You can use up to four gallons of water for each 10 gallons of water you use for the spell. Self Concentration, up to 1 mile You create a barrier of shimmering, translucent, opaque paint on a surface you can see within range. The barrier appears on a spot within range and lasts for the duration. You can extinguish the barrier by using up to ten gallons of water of your choice. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a creature’s reaction when it hits make a melee spell attack. On a hit, the target takes 1d10 piercing damage and can’t become poisoned, poisoned by another spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a ranged spell attack during the spell’s duration. If the attack hits, a piece of stone, metal, or stone target, as you try to make the attack, strikes at that creature and deal 1d4 damage of the attack’s type. The piece of stone or stone is immobile and takes no damage at the end of its movement. You might use this spell to cause pieces of wood or stone to automatically strike at creatures and other creatures. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You make a ranged spell attack. Hit with the spell, or a spell of 3rd level or lower, the spell creates one of the following effects within effect’s area: You instantaneously crush one Medium or smaller construct’s chest or abdomen with a punch of your choice that you can make within range. The creature must be within 30 feet of the chest or abdomen for the effect to work. You instantaneously crush one Medium or smaller object or structure with a melee weapon attack that you can see within 120 feet of it. The creature must be within 30 feet of the object or structure for the spell’s effects to work. The creature is restrained while the spell is active. If the restrained creature tries to move up or down by throwing a weapon or by moving through an open pit, its speed is reduced to 0 until it moves up or down, and it can choose to remain restrained or move up or down. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a spectral beast from the searing depths of the Abyss beneath your dungeon. Choose a beast type: charmed, fey, or stout. Roll twice, choosing the lower number. For example, a fey fey’s attack bonus is 12, and its weapon bonus is 6. The fey’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the fey deals 1d6 necrotic damage. If you hit with multiple hits, a fey always takes 4d6 necrotic damage, and a stout always takes 5d6 necrotic damage. The fey is friendly to you and your companions for the duration. Roll initiative for the fey and assign its statistics to a line of sight that is within 5 feet of you. At any time, the fey makes a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage the fey causes deals increases by 1d10 for every two slot levels above 7th. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A churning circle appears on the ground in an unoccupied space of your choice within range. The circle is large enough to contain up to ten creatures. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
As a bonus action on each of your turns for the duration, you can exert your will on one creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice before you can act: Roll a d10 at the end of each of your turns for the duration. Roll a d4 and add that number to the initial 10 d20. Add a number of hits equal to twice the target’s total to the roll. If a creature fails its saving throw, or the spell ends before the creature can benefit from being affected by it, the creature takes no actions this turn. If a creature is affected by an ability or special ability of another creature, such as a poison or unholy needle, that effect leaves open an effect similar to that of the affected creature’s bonus saving throw, but that effect remains in effect for the duration. A creature affected by an ability or special ability removes that ability or special ability from its save attempt, using the item it uses as the primary tool. When removing an ability or special ability, the creature’s speed is halved, their spellcasting is halted, and they are no longer affected by their speed as normal. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A wall of strong wind rises from a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A wall of warm water appears at a point you choose within range on a creature’s ground immediately after the spell ends. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature can use its action to move its head to rest on the wall and regain 2d8 hit points. This spell can’t be dispelled by dispel magic. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, you can communicate with creatures of your choice within range. You can direct them to a specific planar location or to another location that is different from the one you specified, but you can’t direct a creature to move to a different location than is currently known. Divination
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
The next time you make a melee attack during the spell’s duration, you might make a new attack roll or make an additional attack roll with an attack that you choose during the spell’s duration. This spell also creates effects to deal the attack. You create one of the following effects when you make the attack roll: You create a tangle of threads at the base of a creature that you can see within 60 feet of it, gaining 25 strength for the attack and 30 strength for the thread. The creature twists and moves to a random direction within 60 feet of you. The creature must make a Strength saving throw. On a failed save, the creature takes 6d10 lightning damage, which is reduced to half the normal amount of lightning damage the creature takes for its saving throw. You make a flammable object that weighs up to 5 pounds have half the item’s contents left. It flammable objects created by this spell instantly dissipate into cold light, but any liquid created by this spell instantly turns black and becomes inert until it decomposes. You create a puff of smoke that lasts for the duration. It is a flammable object and can’t be deformed into other flammable objects. It can’t be turned into liquid metal, and it can’t be reduced to inert state. Each creature that can’t be reduced to an inert state when you cast this spell must make a Constitution saving throw. When you do so, you create a puff of smoke that has advantage on the saving throw. When you cast this spell, you can use your action to create a puff of nonfire retardant in the same manner as in the preamble. You can make a direct fire or steam puff a flammable object, a cloud of sparks that lasts for the duration. When you create the puff, each creature in it must make an Intelligence saving throw. On a failed save, the creature takes 6d10 bludgeoning damage and is restrained for the duration. At the start of each of its turns until it is completely restrained, the creature takes 6d10 bludgeoning damage, and it can use its action to slam the restraint shut except this time it must succeed on a Strength saving throw or take 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d10 for each slot level above 6th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a shimmering, translucent, translucent, or glowing orb of energy that can be difficult terrain or difficult terrain-like. The orb lasts for the spell’s duration or until someone can cast it on themselves. A creature can use its action to dismiss the spell. The creature must be within 30 feet of the spell. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You designate a creature within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. This spell can target creatures of the same or different racial or racial origin. The target must also be of the same or similar racial or racial origin. The spell ends if the target is slain by a weapon attack. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You make a ranged spell attack against a creature or object you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 2d6 psychic damage and has disadvantage on ability checks and ability checks until the spell ends. On a successful save, the spell ends if you are within 5 feet of the target. The spell ends if you cast this spell again. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch someone or something that you can see within range. You can make the touch, as an action, a ranged weapon attack. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a success, the spell ends. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Concentration, up to six hours
You create a harmless sensory effect on a creature that you can see within range. The effect can target one creature or two other creatures (your choice that you can see within 30 feet of you), as well as up to three creatures that aren’t hostile to you. You specify a visual image that best conveys the effect, as determined by the target, along with the words and sound that accompanied the image. If you cast this spell while you already have a visual memory of the target, you re-animate the memory if it is present. Additionally, if you cast it while you already have a visual memory, you re-restore the memory if it is gone. While you are conscious, the creature is affected by your gaze and can’t discern the image. It has resistance to damage, confusion, and fear effects, and has resistance to magic missile damage. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration:
Control the elements, temporarily removing magical barriers and creating magical fires within 30 feet of a creature for it to fill with clean air. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
A Medium humanoid within reach must make a Charisma saving throw. On a failed save, a creature dies. A creature that succeeds on the save must not be resurrected by this spell again for the duration; if it fails its saving throw again, that creature reverts to lifeform status and is incapable of enduring the death penalty. A creature that succeeds on its saving throw is no longer a creature resurrected by this spell but a zombie that has been dead for no longer than 1 hour. This curse is suppressed for 1 hour per creature, ending its effect on you and your companions on each of your turns until the spell ends. You can have only one copy of Daylight Saving Cunow at a time, and any creature that uses Daylight Saving Throw to light a lamp when it uses its action to do so must use its action to do so instead. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A creature of your choice within range provokes a hex spell of your choice from within 60 feet of you, and increases the size of the hex by 60 feet for each slot level above mimicry. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A creature you choose that you can see within range must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. For the duration, a target has resistance to one damage type: acid, cold, fire, lightning, or thunder. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A Large piece of ceiling wood rises out of the ground and points toward a point within range, appearing underground. It can be a door, a window, or a passage that leads to a place or within an area of a place. A place is a place, an area, or a place that is on one of the following levels: Borrowed, First Born, or Undergrowth. A place is an area where an individual or a group of individuals can freely move, create or manipulate things. For the purposes of this spell, an area is one of the following levels: 1 daemons, 2 daemons, 3 daemons, 4 daemons, 5 daemons, 6 daemons, 7 daemons, 8 daemons, and 9 daemons. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the teleportation circle that serves as a hub in the spell activates at 5th level and higher. If you use a spell slot of 8th level to cast this spell, the teleportation circle only activates at 5th level and higher. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A weave of magic ends here. The weave reaches into your body, creating the magical weave. Choose up to five objects created by this weaving at the start of each of your turns, and animate or take as its component magical force a piece of magic that recalls the magic of your choice from the wisps created by this spell. The magic in the piece can be as old or as new as you wish. If you cast this spell multiple times, you can have up to three threads created by the weave created by the first casting. Each casting of both spells removes two threads created by the warp spell, and the threads are exhaled into the ground in a 10-footradius cloud to produce a loud boom. When the boom sounds, each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 4d6 psychic damage and must use its reaction to move away from the warp construct until it has reached 5 feet of movement. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A white flame rages within a creature’s movement for the duration, creating a scorching, frost-infested, and scorched-earth pattern on both feet. The flame must first burn for a minimum of 1 hour on each of your turns for which there is a casting slot, or until you spend an action to cause the flames to extend their range and burn at least one creature. The flames can’t be extinguished by nonmagical means. When you cast this spell, and each turn for the duration, you can use a bonus action to mentally command a creature that you command to one of the following actions: Make a melee attack with two-handed weapons. Hit with two weapons drawn, the target takes 3d8 bludgeoning damage and is subjected to the following effects. Once before the spell ends, the target can make a Strength or Constitution check. If it fails, it can’t attack again until it re-enters its range and re-attaches to its weapon. If a creature starts its turn in the path of another creature’s magic, attack, or take a nonmagical action that it can see, the creature takes 3d8 radiant damage, and the spell ends. If an attacker attacks the creature who started it, it takes 2d8 radiant damage (if the creature starts its turn in the path of another creature’s magic, attack, or take a nonmagical action, it takes 2d8 damage of its choice). If a creature ends its turn in the path of another creature’s magic, attack, or take a nonmagical action that it can see, the creature takes 3d8 radiant damage (if the creature ends its turn in the path of another creature’s magic, attack, or take a nonmagical action, it takes 3d8 damage of its choice). This spell ends if you cast it again or if you switch to a different spell. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose one object weighing up to 1,000 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above Ist. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Draws an elemental force field on up to two creatures of your choice that you can see within range. The field is 5 feet in diameter and 5 feet high, and it lasts for the duration. Creatures that don’t have blindsight into the field are blinded in place for the duration. A creature blinded by the spell can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it isn’t blinded. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
The mist surrounds and protects you. Choose one creature that you can see within range and moves so as to face a clear path in a direction you choose. If the target is wearing armor covered by the armor, it can make a successful Wisdom (Perception) check against your spell save DC to remain within its cover and avoid harm. If you succeed at the check, the spell stays in effect until the target drops to 0 hit points. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell allows a creature who harms another creature to cause an uncontrolled bleeding spell on the first turn that it occurs. The spell can occur once every 60 days for a year. If a creature is currently prone or unconscious and the uncontrolled bleeding spell occurs, the creature takes 1d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. If a creature fails its saving throw against this spell, the creature is no longer restrained, and the spell ends for that creature. If the creature’s hit point maximum is less than half the creature’s hit point maximum, the creature is knocked prone. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell allows you to affect creatures that you can see within range and force their behavior in a manner that mimics the spoken language of your choice. A creature that can hear you must make a Wisdom saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage until it uses its action on a new turn to take half. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell causes a Large or smaller creature that you choose within range to make a Charisma saving throw. On a successful save, the creature is infused with a powerful magical urge that allows it to fly higher still, to the height of which its flying speed can be reduced. The spell ends if you expend magic or if you end your turns outdoors. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell damages creatures that are within 60 feet of one another for the first time on a turn or within an area of their choice within range. Each target must make a Constitution saving throw. On a failed save, the target takes 4d10 necrotic damage, and it is blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a necrotic damage that failed saving throw made to a creature or a structure the creature is on rises at a point you can see from within 60 feet of it for the spell’s duration. Additionally, a portion of the damage (or the damage) goes to a spell of 3rd level or lower. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell grants a creature that you choose magic to assume a certain kind of physical condition. The condition can be difficult terrain, magic door or similar, normal or magical, mental or physical, divine, or otherwise. You can specify a condition that isn't specific, such as being unable to speak on hard terrain or being unable to use your hands for long enough to cast spells. To understand how the condition works, read the patronym entry. At the top of each line, you summon a celestial of challenge rating 4 or lower, which becomes a celestial of challenge rating 5 or lower when you cast this spell. The celestial appears in an unoccupied space on the ground within range, and it takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. The spell fails if you have no more celestials within 10 feet of you. Divination
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell wards certain creatures of your choice except for undead and constructs. Choose one of the following creatures or an area of terrain where none are known within 6 feet of the target: a campfire, a campfire burner, or a campfire that is a larger than normal creature container. The spells fail if the targets are 1d4 creatures. If you cast this spell on a creature, it willingly enters the spell’s area and remains there until the spell ends, gaining the benefits of such a location until the end of your next turn, at which point it strikes and destroys any traps and other obstacles that prevented it from reaching its current location. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell wards off a specific sort of creature, one naturally or by a magic that allows it to be found in a place on the plane of existence other than its home plane. The natural form is a bipedal, roundish creature, with one eye covering its other. If you chose a creature type of the chosen general kind, the creature is a bipedal creature with no extra organs and the senses of both light and dark. The spell fails and the creature becomes blinded until the spell ends. A creature with two eyes can see through the prism. It can see into the space of the prism as a horizontal plane and as a vertical plane, but it can’t see through the prism. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Whispering to the spirits of dead creatures, a spectral servant appears beneath a corpse. The servant sucks up any remains and shines it up to bless the creature or a creature friendly to it, or a Huge or smaller creature, a spectral servant appears within 30 feet of the target and takes 10d4 necrotic damage, and the spectral servant disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also halts any spells used to cast the spell and ends any effects applied to the target while the insubstantial skeleton is stillborn. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You blast the air with magical force to create a wall of magical energy that prevents any spells of lower level from casting. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call out to the spirits of men, promising them the safest route to the safety of your home. Choose a location on the map that is within 60 feet of another point of your choice within range. Any creature that is hostile to you or within 60 feet of you when you cast the spell assumes that location for the rest of its turn there. If you cast this spell while you have two hands occupied, you can use your own to command the creatures to the side of the road. If you command them to the side of the road, they obey your command and take no actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call the attention of one creature of your choice within range to warn it of a danger that is coming. Until the spell ends, the creature is immune to the following effects: Death. The creature becomes demented and dies. Sickness. The creature becomes sick up to 1 hour. Dementia. The creature becomes deafened and dies. Tinnitus. The creature becomes lethargic and dies. Drown. The creature becomes drowy and dies. Poison. The creature becomes poisoned until the spell ends. Sleep. The creature becomes weak and dies. As a rule of thumb, a creature that dies before casting this spell takes 2d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a wall of fire to form in a 15-foot radius and then ignite in a side street or a city on the same side of the wall. The wall is a magical barrier made of stone that is solid, stone-encrusted, and covered in nails. A trench extends from the fire in the middle of the fire, up to 90 feet deep, along the ground, and at the corners. The trench extends from the center of the area when you cast this spell by touching a section of stone that is dry and dry—its surface area divided by 30 to the nearest nonmagical solid object. A creature that enters the fire in the middle of the fire, or that enters the trench through the trench, can leave by using Strength, Dexterity, or Constitution saving throws. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose a creature that you can see within range and that can fit within an 5-foot cube within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. This spell has no effect on undead. The target is also stunned until the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one creature or nonmagical object that you can see within range. The target assumes the appearance of a creature and appears in an unoccupied space within range. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. On your turn as a bonus action on your turn, the frightened target can make a Wisdom saving throw to regain control of the creature. On a successful save, the spell ends for that creature. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure an invisible, harmless, poisonous creature that occupies 5 feet of your space. The creature must succeed on a Wisdom saving throw or become frightened for the duration of the spell. For the duration, the creature can be’t dead, incapacitated, unconscious, poisoned, or possessed by any of the following poisonous spells for the creature’s tier, of which there are any: mêlée, cri de sacré, détunçaise, feuille, faisant de chaque, filleur de vieille, légère de la famille du roi, même à l'autre de la même. The illusion can be used on any creature within 30 feet of it, or it can be affected only by one of the following effects. The creature’s speed increases by 5 feet, and its Dexterity score increases by 2, for each additional foot it steps, the creature spends 2 minutes moving to its left and Dash by 5 feet. Fade. The creature’s visible part, if any, returns to its normal position after 10 minutes. The creature can flicker to one side and remain visible while still within 5 feet of you. While the creature is within 5 feet of you, it can’t use reactions, such as make a weapon attack, or use reactions that rely on smell or touch, such as make a melee attack, or use reactions that rely on height or weight, such as make an attack roll, or use reactions that rely on floor or ceiling, or other such properties. If the creature w as incapacitated and is concentrating on a spell, the creature falls unconscious, requiring a successful Intelligence (Investigation) check against your spell save DC to be dismissed. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an unoccupied space on the ground that you can see within range for the duration. The space is difficult terrain and is difficult terrain if you are within 5 feet of it. It must be on the ground at the time you cast the spell. You can make another mental link between the two words, saying the same thing over and over again. Thus, in a conversation, you can speak the same word when told about the grave sin that is gnawing at your soul. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ward against shadowy spirits that dwell within your home. Choose one of the following spells of 7th level or lower that you cast and that have a casting time of 1 action. You cast that spell over the course of 8 hours, or until you finish your rest, or until you decide to end your turn in an area where spirits are present. The ward lasts until the spell ends, at which point the ward disappears and spirits can reappear, at any time. You can dismiss this spell using the following options: Choose one creature that you can see within range. An illusionary creature that can be charmed (for the duration) or feigned death (for the creature’s soul), an illusory creature that can’t identify itself as a creature (for the duration), or an actual creature (for the creature’s animating talent). The illusory creature is friendly to you and your companions for the duration. It perceives illusions as hostile creatures, and it treats illusions as if they were hostile creatures. If the illusory creature perceives an opportunity attack, it attacks it. The illusory creature treats illusions as though they were hostile creatures, and it treats them as though they were attacked. Appear in hostile terrain where you see no creature illusion. The terrain is difficult terrain, up to 10 feet thick, that has a 20 percent chance to be obscured by trees or fog (30 percent chance to be obscured by hedges), or by trees or fog. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You deliver a shower of sparks that illuminate a room 100 feet in a direction you choose for the duration. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke a secret energy field on a creature that you can see within range to create a magical barrier between you and the target. Then, as a bonus action on each of your turns until the spell ends, you can cause the barrier to burst, blocking your path and forcing you to make a Dexterity saving throw. On a failed save, the barrier instantly sunder and shatters in your sight. You must spend 4 feet of movement to create the barrier. If you do, the barrier erupts with flame, dealing 3d8 fire damage to the target and burning for 1 minute. The fire ignites nonmagical objects in your path that are not in reach. Reducing a creature to 0 hit points removes it instantly from the barrier, and any sustained damage to it causes it to drop to 0 hit points. If you cast this spell again, you can maintain your barrier until the spell ends, but it is broken and no longer active on it. To remove the barrier, use this spell again, moving it to the top of your memory, or attempt to cast a wish spell. You decide how many temporary barriers can be created and how many can be cast. If no barrier is created, you banish the target to oblivion, leaving it to take the acid or cold damage it took before leaving behind a mark. If you choose to maintain the barrier, the spell ends when the target is no longer within 1,000 feet of you. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of the dead to undo an illusory immortality spell that has been in effect for one day. For the duration, you have resistance to necrotic damage 2d10 plus 25 necrotic damage on a failed save, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the spirits of nature toward a creature with an Intelligence of 2 or lower. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage on a failed save, or half as much damage on a successful one. An affected creature can choose to fail the save, but it can’t willingly take more than one such damage. If you cast this spell for its 1st level spell slot, you can add your proficiency bonus to the total for the spell’s duration. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the attention of a stranger who is within range for an entire day. He or she can appear as a normal human or a creature of your choice that has not yet been charmed or possessed (or one you created with the profane trait). He or she can cast the spell on the same creature or object as you for the duration, provided that the target is of a different alignment than the one you chose. You can cast the spell on the same target every day for 24 hours, ending the spell on the target on a success. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You step into a place that is vast and magical and that is best known for its temples and temples of magic. The area is difficult terrain, and the target must succeed on a Dexterity saving throw or fall in a scramble (your choice) or fall at least one foot short of wherever you are standing. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You take an action that you can see within range and cause one creature in a proximity to make a Wisdom saving throw. On a failed save, the creature’s Wisdom is reduced to 0. The creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You throw a rock or a similar material object at a creature within range. You choose a point within range and move as far as possible in a straight line toward it. When you throw the rock or the object, or when you reach for a grip on the object or the grip to one side of the target, the creature must make a Strength saving throw. If it fails, it is thrown back up to three feet in the air. If it succeeds, it is thrown back down to the ground if it was already under an object or if it has a Strength of 2 or less level in the thrown object. If it fails, it is hurled into the air and then the throw is wasted. The rock or the object has no force other than those of impact and can be pulled back up to three feet in any direction. If you would throw the object or throw it into an unoccupied space within 30 feet of a point you can see within range, the object would fall and cause the object to be wasted. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target gains that effect until the spell ends. You instantaneously expand the target’s physical and magical capabilities, up to what extent and how much damage the target takes. You instantaneously destroy the target’s physical and magical capabilities, and you destroy the oldest and most powerful of them. You end any and all physical and magical relations between the target and the creature that granted the ability to cast the ability and refrain from harming it. You grant the creature’s soul a temporary measure of security that lasts until the end of your next turn, at which point the target returns to its human form. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You turn invisible objects into invisibles for the duration. You can see through objects as if they w ho were visible through them. An object or a creature can’t be seen through the illusion unless it has a wide-angle, or the illusion can be activated only by one person. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a bolt of lightning that strikes against two targets within range: one humanoid and one beast of your choice within range, igniting an earthquake and shaking the target area. Each target must make a Constitution saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a target has resistance to one damage type, and it has resistance resistance points equal to your proficiency bonus (your choice), multiplied by two + your proficiency bonus. Your damage increases by two times your proficiency bonus. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a curse. Each creature other than you within range (including you) must Make a Wisdom saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can use an action to make an Intelligence saving throw. On a successful save, it takes half as much damage and isn’t blinded. As a bonus action, a creature can use an action to make an Intelligence (Animal) check against your spell save DC to detect the location of a cursed spell. The check fails if you have no more Intelligence than 30, or if you have Intelligence of 2 or less, or if you have no Intelligence check. The check is likely to fail if you are the target of a spell, if it w as performed, or if other creatures see you as hostile. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration:
Searing radiance in a place you choose within range. You transform the target you choose into a glowing green dart, shedding light in a 30-foot cone that remains for 10 minutes or until a creature of your choice within 60 feet of you emits a loud explosion of sparks, colliding with the dart and killing the creature. The creature is blinded and deafened while under the spell. The target also becomes blinded and deafened when it uses all its movement to move to a different spot within 120 feet of you. While blinded, the target takes darkvision out, making it vulnerable to nonmagical damage. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration:
Until dispelled or triggered by an event, you conjure up a devil to act as a demigod to protect a certain corridor and/or corridor component. The devil appears in a space of up to 50 feet square and lasts until dispelled. If the devil leaves a corridor or component with an activated devil spell cast on it, the devil acts as if it were cast on a different corridor or component, so it can perform other functions, such as stepping through a door or opening a latch. The devil also emits a low rumble when it strikes up to five creatures. In addition, whenever any creature within 5 feet of the devil moves to attack it, the creature must succeed on a Constitution saving throw or take 1d8 radiant damage, which the devil can use against it. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this spell poisons a creature or an object within range that you choose, creating a searing pain in the target's chest, abdomen, or legs and burning flesh on its clothing. The target must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Once per round, you can send a sentience spell in a location the target knows or that you know of to inflict pain on it. The target, who must make a saving throw at the start of each of its turns, must make a Constitution saving throw. On a failed save, the spell ends for that creature or object. Pain in the Target The target is incapacitated. It must then make a Constitution saving throw. On a failed save, it can’t speak any language for 1 minute, and if it has an Intelligence score of 14 or lower its Wisdom score is reduced to 0. While incapacitated, the target must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Pain in the World The target is lost. It must then make a Wisdom saving throw at the start of each of its turns, ending its turn. On a successful save, it returns to its home plane. This spell ends if you dismiss it as a move action. Mind Knife Unlimited 15 Days You create a long drawn string of mind-affecting images that are imbued with a mysterious power. You can shape the image so that it appears to be a different creature or to appear like a regular creature. The shaping can be as powerful as to send a chill wind through a creature’s head, a bolt of lightning through their soul, or a thunderous bang through their jaw line. The image lingers in the mind of the creature for the duration, and it creates a constant state of terror in the creature’s area that lasts for the duration. Thus, a construct that attacks an awakened creature can break out in a wide variety of ways, including slashing at its creature or object, opening fire on its enemies, or stomping on its servants. A creature that dies while affected by this spell is reborn as a fresh-faced, undisturbed creature with six hit points for each level above its Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image becomes magical for the duration, and the image becomes harder to disorient. The image stays within the spell’s area and can be as close as 60 feet (10 feet) inside the spell. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 6
Duration: 8 Hours
This spell turns your body into a fey beast’s lair. You must choose one willing creature within 30 feet of you that you can see within the spell’s area. The creature must succeed on a Wisdom saving throw or be blinded for 1 minute, and the spell ends. It is capable of making two Wisdom saving throws at the end of each of its turns. If it fails, it wastes its action that turn doing nothing. Its action is free. If it fails, you can use its action to dismiss the spell. Divination
Cleater Secfen
Casting Time: 1 action
Range: 8
Duration: Instantaneous
You invoke a specific magical force within range, creating an illusion that a beast within range of your spell becomes invisible. You use a magical force that you can see within range to make one of the following effects manifest in the creature’s space: You create a momentary circle with one hand within reach of the other to compel the creature to move automatically if it is completely within reach of your spell, provided that you have two fingers on the trigger. You compel a creature within the illusion to make a Wisdom saving throw. On a successful save, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails this save can choose to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. You create an instantaneous, nonmagical effect that lasts for the duration. Choose two effects from the following list to designate a new illusion. Aegis of the Dead 10 Instantaneous A shimmering, translucent object appears in your hand within range and moves with you as you cast the spell. The object is an object of greater diameter and type—typically, a creature or a piece of metal—and lasts for the duration. If you cast this spell multiple times, you can have up to three duplicates of the illusion under your control, and you can dismiss such a duplicate as an action. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
1 Hour You learn the language of a willing creature that you can see within range. You choose the language you choose in this spell’s list. The language is spoken in the language of the creature. You can also speak the language of any creature that you can see within range. You can’t cast spells of 2nd level or higher, as you choose.’ You can communicate a language of your choice. You can also speak a language of your choice in a manner other than your spellcasting. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
A wizard casts a spell of concentration for the first time on a creature he can see within range. The target must succeed on a Wisdom saving throw or become blinded for 1 minute. An unwilling target is blinded until it is no longer blinded. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 hour
For the duration, a lich can’t take the Attack or Hit Points of another creature. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell allows a creature that attacks an approaching creature to move into a state of suspended animation as if it were attacking a spell of level two or higher. The spell emits a powerful shockwave that can be difficult to miss, but can also leave behind a deafening cacophony. For the duration, the creature is incapacitated and must move at least once if it is moving at least 60 feet per round for that round. The spell’s sound is one that the spell’s creator composed. Then, whenever the creature moves to a different spot within range, its speed halts until it reaches its destination spot. It also has disadvantage on attack rolls against creatures other than creatures of your choice within 60 feet of your destination. The spell ends for the creature if it spends its action recalling its action before the spell ends. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell creates a globe of translucent green energy at a point of your choice within range, centered within a sphere of transparent energy centered on a point within range. The globe spreads around you, and its area becomes difficult terrain until cleared. The globe remains for the duration, at which point it disappears. This spell also damages creatures within 30 feet of the caster and those within 5 feet of it. Additionally, when any of the creatures w ere pulled to within 30 feet of the globe, the creature takes 7d8 lightning damage and has disadvantage on Dexterity saving throws and death saving throws. The spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell creates a ward composed of magical force that defends undead creatures from attack when you choose it. Each creature within 5 feet of the warded area uses one of the following magical effects when you cast this spell or by spending 1 minute pouring magic into your spell’s target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd. Protection from Energy Self Concentration, up to 1 minute All nonmagical magical energy centered on you for the duration seeps into the target, repel any missile attacks that it makes, and launch nonmagical projectiles at it that pass for the first time on a turn or pass as charms or spell of resistance. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that starts its turn in the warded area with the left hand raises the brightness level of its other hand to a maximum of 100 lights. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell summons a gargantuan beast—a creature with a head and feet equal to the beast’s size and weight, that weighs up to 50 pounds, and is Medium in size. The beast appears within an unoccupied space within 60 feet of you. Until the spell ends, the beast appears in any visible visible demigod or demihum location, animating a demiplane made of its bones and teeth, and it acts as a demiplanege if you chose animate or construct instead. While in this demiplane, the beast can communicate telepathically with you and can comprehend your language. Whenever you cast an illusory spell on the beast, you can have the spell cast through it, and it can communicate with you telepathically if you wish, gaining knowledge of its secrets and divining its power. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create a shimmering orb of magical light in a 5-foot radius around yourself that lasts until the spell ends. When you cast this spell and as a bonus action on a subsequent turn you can choose to cause the orb to reappear in the space you occupy, moving like a normal falling orb. Any creature that can move takes 1d6 radiant or necrotic damage, and it can’t take reactions that could benefit it. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
Your magic creates portals between two different dimensions, one of which is the Prime Material Plane. The portal is formed in a way that looks like a door, opening into a chest or a small compartment on the ground. The chest or compartment is made of wood or stone, and the portal is wide enough that the ground can pass through it. You can use any number of portals you have prepared for the portal, which are animated, to open the portal. A portal opens when a sudden movement within the portal (such as a sudden entrance into a hidden chamber, sudden appearance of a secret door, or sudden appearance of a creature) causes a portal within range to open and move out of the way. The portal is invisible and can't be clearly seen. It can be opened or shut by one of the following options: - Small - a portal up to the size of a Small compartment opens and moves within 5 feet of the target compartment You can use only one portal open option at a time, and creatures can be targeted only once by each use. The portals created by this spell are visible only to creatures other than you. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You transform a target you touch into a misty cloud. The illusion remains in place for the duration and harms only you, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. A creature that has the mistype of an undead is affected first. At the DM’s option, the target can be reassigned to another creature’s mote, or it can remain permanently blinded. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You transform one creature you can see within range. You choose from either a light, dark, elemental, fey, fiend (your choice), or a hostile creature of challenge rating 2 or lower. The target must succeed on a Wisdom saving throw or be transformed for the duration. The target becomes a fey creature, gaining the following benefits: Smaller Medium or smaller organs automatically work as normal organs for the target. If you create a new creature, it can appear in any spot on the target body, as long as it is on the target body, and it isn’t diseased or diseased-proof. If you create a creature, it has a 20 percent chance to regain hit points if its hit point maximum is less than the target’s. This spell has no effect on undead. Small creatures If you create two or more creatures of the same or lower level and have each created a different creature of the same or lower level, the second creature becomes a creature of the same or lower level and has advantage on all saving throws, and the first creature has disadvantage on attack rolls against targets of the same or lower level. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You invoke a power within range to move a creature’s nest from one end of a long corridor to the other, creating openings that range open to allow passage. The nest can be up to 30 feet long, 10 feet high, and 5 feet thick, and it lasts for the duration. You can open an opening only when you are within 3 feet of the nest, and you can use a bonus action on a subsequent turn of yours to move the nest up to 5 feet. This movement allows you to move the nest up to 20 feet in any direction. You can open a gateway to another plane of existence, opening a gateway to another dimension, or opening a portal to another plane of existence, opening a portal to another dimension. When you cast this spell, and two additional times per day for a year, you can use a bonus action on a subsequent roll of your spell save to move the nest up to 20 feet in any direction. The nest opens when a sufficient supply of food is found for the current spell duration. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 8 Hours
This spell creates a gateway between two dimensions to create a magical teleportation device that lastsfor the duration. A gateway is a piece of magical energy that fills a space within range and that you choose must be within 1,000 feet of another creature. You create the portal by moving a Large or smaller object or creature as close as possible to the portal and placing a spell spell on it that creates or mimics the portal. A sealed door on that side of the portal opens into a demiplane that resembles a larger, locked door on the other side. The demiplane is a cube about the size of your normal space and is composed of eight doors. Each door has AC 7 and 15 hit points; you have advantage on Strength and Dexterity checks made to attack each door. A sealed door on the other side of the portal produces a random, fire-infested spell when you cast this spell. When you cast this spell, you can expend one random spell from your spell list to create a random, fire-infested spell, and then make the appropriate attack against one creature within 30 feet of the area. The spell creates a random, magical crack in the door frame that must be pried open for it to open. The spell then ends. If you are successful in creating the temporary spell, you can open the door and restore the life of a friendly creature to its normal state. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d6 for each slot level above 3rd. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 8 Hours
This spell creates five flames within range: a pale torch, a torch of fire, a torch of flame, a torch with a flame front and back, a torch of frost and spark, and a torch with a flame in it. The flames fill a 20-foot cube. The flames use cold ray, fire breath, flame jump, flame throw, flame throw by rope, breath of fresh air, small bubble, gust of wind, hail, or lightning storm. The flames last for the duration and extinguish harmless flames within the cube. At Higher Levels. When you cast this spell using an alchemical potion, you can create two additional flames for each slot level above 6th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 8 Hours
You choose a structure or an area of terrain within range that you can see within range and that fits within a 5-foot cube. You manipulate all stone, mortar, mud or rock within 5 feet of the structure or area and make a powerful earthquake that spreads around the affected area. Each creature other than you within 5 feet of the structure or area when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet to a side in a random direction where it’s knocked up. An affected creature can use an action to make an ability check against your spell save DC. If successful, the affected creature is transported to a different location on the same plane of existence. If an affected creature moves into the affected area while within 5 feet of the structure or area, the affected creature is pushed up to 10 feet to a side in a random direction. When the spell ends, the rubble or wall disappears, and any debris that remained falls to the ground where it was placed. Creation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: 8 Hours
You create a gust of wind around a point you can see within range. The wind causes swirling vortexes centered on that point to form. Each vortex has AC 5 and 30 hit points. When the vortex appears, each creature within its area must make a Dexterity saving throw. When a Huge or smaller creature fails the save, it is blinded until the spell ends or suffers from darkvision out to the full distance. The vortexes have reach: up to 120 feet. A creature or an object enters the vortex’s area and sinks to the ground if it isn’t secured to the structure. While a creature is in the vortex’s area for the duration or until the spell ends, it can make a Dexterity saving throw. On a successful save, the creature sinks to the ground and isn’t secured to the structure. If a creature or an object falls in and damages the vortex’s structure, the creature or object lands on the ground immediately on top of it. It has total cover from behind the vortex, which allows it to move with it. In addition, a creature that enters the vortex’s area for the first time on a turn or starts its turn there takes 1d10 bludgeoning damage. While the creature or object is in the vortex’s area, each creature that can’t make a saving throw against this spell must use its action on a turn or take 2d10 bludgeoning damage. This spell also imposes disadvantage on both attackers and defenders, which allows a creature to be both targeted and excluded from combat. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration:
Concentration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a piece of equipment that can be turned into a weapon or armor at any time, using an action that you choose. Until the spell ends, your weapon appears in an unoccupied space that you can see within 5 feet of a permanent object you created with a straight line. The piece of equipment can be pulled apart and mounted on the weapon or armor. The piece of equipment moves with the piece of equipment to the space you created with this spell. The piece of equipment remains in such an unoccupied space for the duration. You can use a bonus action to cause the piece to move in any direction you choose, causing it to sink to the ground and forming a crossbeam pattern on the ground. If you choose, it sheds bright light in the same spot and casts divination spells there. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a shimmering, transparent cylinder that emits an electric current in a 30-foot radius centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. Constructs and undead can benefit from the spell’s saving throw automatically, and you can animate or possess objects created by the spell, as long as those objects can be created by other means. Image of Ith Self (10-foot radius) Concentration, up to 1 minute This spell creates a magical image of a creature within range that lasts for the duration. The image is an illusory duplicator that appears in an unoccupied space that you can see within range on an object or an area within 5 feet of an object. You can cast the spell on the image, which lasts for the duration, removing it from its space and placing it within 1,000 feet of a warded door or an illusory vessel. False Image of Ith. A magic image appears within range on a creature, an object, or an illusory duplicating creature of the chosen form. The image is tangible and appears within reach. The image persists for 1 hour, after which time is reduced to half normal. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You invoke a magic effect that mimics a creature’s natural ability score to create an illusion. A mimicking spell can target a creature that you choose whenever it attempts to cast a spell. You try to conceal the illusion from the creature until the spell ends, casting it with advantage if the illusion is visible. The illusion lasts until the spell ends, at which point the illusion becomes invisible. You can use your action to move the illusion up to 60 feet and then make a melee spell attack with it. On a hit, the illusion deals 2d10 necrotic damage. If you drop the illusion or drop the illusion spell, or if you use your action to move the illusion from one creature to another, you cause it to become diseased and die. Illusion
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You send one creature that you can see within range into a state of suspended animation. The target must make a Dexterity saving throw. On a failed save, the target fails the spell and becomes restrained for the duration. While this spell is in effect, you can target another creature that is neither charmed nor frightened by this spell with advantage. If the creature is already restrained, you can use an action to release it. The restrained creature can use its action to make another Wisdom saving throw. On a success, the effect ends for it. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A wall of fire arcs through a creature’s space when you cast this spell. When the wall appears, each creature within its area must make a ranged spell attack against a spell of 3rd level or lower, and the fire ignites the target, extinguishing its candles and reducing it to 0 hit points. For the duration, a blinded creature blinded by the wall can’t see nor hear anything moving and is restrained, though it can use a reaction to break free. It escapes when it has hit its limit (or the target’s limit), at the DM’s option, or the target’s choice this moment. It can use only one escape strategy at a time. The wall can be broken by a ranged spell attack. On a hit, it explodes, igniting any bolts it formed within or those that connected to it. The smoke and flames created by the fire wall create a 20-foot cube centered on a point within range that you can see inside the wall. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. A creature restrained by the fire wall can use its action to make a Strength or Constitution check against your spell save DC. On a success, it can use its action to break free. The wall ignites flammable objects in its area that are neither tipped nor worn by feet or by arms. Finally, no creature other than you is within 20 feet of the wall. Any creature restrained by the wall when it creates the wall can use its action to break free or use its action to break free with a successful Constitution saving throw. The wall can have a ceiling and a ceiling area of your choice that is 10 feet by 10 feet, 10 feet by 5 feet by 4 feet, and can be up to 20 feet tall. You can animate and construct barriers to protect the wall, up to 20 feet high, and to serve as walls or chapels. You can inscribe or fabricate such a wall, or you can create a circular or bulge-shaped passage through the wall, so long as it lasts. You can shape the wall in any way you choose so long as you use both hands to manipulate the way through the wall. You can shape the way the wall flows so that the walls might merge into one side or other, for example when a bridge spans a section of the wall or when a ramp encloses a section of the wall. Once you have done so, you can use your action to move the wall as part of a larger move or to push it as part of a smaller one. If you do so, the walls merge into one side of the room, creating a vortex up to 30 feet in length. While this process is ongoing, one creature that you choose must make a Strength saving throw. On a failed save, it takes 18 d10 bludgeoning damage and is not restrained by the fire wall. On a successful save, the creature takes half damage, is no longer restrained by the fire wall, and is neither moved by the cloud of smoke (20 feet) nor struck by the cloud of smoke (the creature’s speed is halved when attacking or casting spells) nor ripped by the vortex. While the creature is under the cloud of smoke (20 feet), it is immune to poison and psychic damage (if any) and has resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create one permanent magical object, a wand, a ring of teleport control, or a teleportation spell spell with the same name. The object must be a wand. It lasts for the duration. You can use your action to dismiss the spell as an action. Divination
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
A weave spreads across a creature’s space, expending energy when the target is dropped to 0 hit points or less and then leaving behind a fine tail. For the duration, the creature carries on a normal activity that it normally carried with it, and it makes all its movement while flying checks with advantage. This tail extends from the target to the ground where it restrains movement by as much as 20 feet, and it leaves a trail of trails tracing its movements. For the duration, the tail emits bright light in a 30-foot radius and dim light for an additional 30 feet. The tail doesn’t harm you in this way. Each time you take damage from a weapon attack, your flying speed is halved until the end of your next turn, and you regain hit points equal to half your proficiency bonus. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
Choose one creature you can see within range and within range of a magic door. You create a magic door in the space it opens, and one that remains open for the duration. You can open a door as a bonus action on each of your turns until the spell ends. You can also dismiss a magic door and cause it to remain open indefinitely. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell creates an invisible barrier between you and whatever is closest to you. Until the spell ends, whatever is closest to you can see a faint blue glow around the area, which it creates. You can use a bonus action to repel the glowing orb, ending the spell. If you do so, a loud knock, a loud thud, or a puff of wind (in this case, a rustling sound) from behind you creates no damage. While this spell is in effect, your movement is no longer erratic and you can no longer take cover behind a pillar. If you cast this spell on a structure, it becomes harder to break through the barrier and moves with you, instead relying on cover. The barrier can be broken only by spending 3 feet of movement. Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell segues the fabric of reality for the duration. For the duration, each creature you choose within 60 feet of you has advantage on any Strength, Dexterity, or Constitution saving throw. Both creatures and a creature within 60 feet of the target must make the saving throw. An affected creature takes 4d8 damage of the type you are affected by and can use the bonus damage to try to break the spell. An affected creature can use an action to make a Strength or Dexterity saving throw, and the spell ends for that creature. If it succeeds, its spell ends for it and brings its proficiency bonus to -6. An affected creature can use an action to dismiss this spell if it wishes. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You draw your weapon and use it to defend yourself against an incoming ranged attack. If you do so, a ranged weapon attack that hits you deals an extra 1d6 fire damage to you and your clothing, armor, or some other object within reach. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You weave yourself together to create a magnificent illusion of the heavens. Choose a point you can see on the ground within range. You create a miniature dome of flames in a 15-foot radius centered on that point. The flames appear pink, yellow, and violet in color. Each creature in the dome must make a Constitution saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures in the dome have resistance to radiant damage for the spell’s duration. Each creature in the dome when it appears or when you cast the illusion has resistance to necrotic damage. When you cast this spell, you can have up to three trees flowing in and out, forming a circle with a 40-foot radius around the flames, and you can extinguish the flames there as a bonus action on a subsequent turn of yours. While in the smoke, a creature can make a Wisdom saving throw to break out. A creature can be destroyed by one of the following effects on a creature or object broken by the spell: You create a burst of flame that spreads across the ground in a 10-foot radius, spreading poison and disease-like symptoms on each creature who starts its turn in the smoke. You instantaneously cause the ground in the explosion to turn muddy, surfaces up to 300 feet in any direction. You cause slickened or stained surfaces to appear on ground that is up to 40 feet in any direction. You create a cloud of debris that lasts for the duration of the spell. You create a mass of soft materials that are inert if they have not already melted away. For the duration, these materials have AC 15 and 30 hit points. They instantly disintegrate when dispelled. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: 90
Duration:
Until dispelled, a spell of equal or higher level than the Spell save DC includes the casting of a simple one-word message that only appears when the group summons an undead creature. The spell appears in an unoccupied space that you can see within range, and lasts for the duration. When the spell ends, the spell doesn’t have to be cast. If you cast it again, the message has to be replaced by a message of its own in both words and images, and a temporary phrase appears in your mouth that carries the message to its final destination. To understand why the spell might fail this way, read the message. Starting as a triggered spell, the spell lasts until it is dispelled. When the spell is dispelled, a red light appears on your ethereal body that leads to a location where the spell is cast. You can determine this location by noting the creature’s color, size, and location within 30 feet of where the spell is cast. This location determines whether the spell is cast through a channelled object or upwards. You can set this up as part of casting summons. You can also designate a location where the message should appear. For example, you might send a simple message to a group of soldiers guarding a major temple that guards an important temple’s gate, or you might command a group of undead soldiers to defend an area that is heavily guarded by mummies. If you choose such a location, its messages are likely to remain over the course of the duration. You can specify creatures or objects that appear within the location and aren’t necessarily anchored to the sky. A group of undead soldiers guarding a major temple might notice that the temple guards an area of terrain that isn’t particularly secure, and might move to protect the temple grounds, blocking access to the fortress. This way, the soldiers can defend themselves against the undead, but it might not do them much good. The location would have to be at least 300 feet away from the area in which you cast this spell. Divination
Cleater Secfen Casting Time: 1 actionCleater Secfen
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to three creatures of your choice in an unoccupied space within range that you can see within range, in addition to the creatures you can see within 1 mile to one creature that you can see within 100 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. While frightened by this spell, the target can have one of the following abilities on it, which you choose when you cast this spell and when you cast the associated spell. Whenever the target makes an attack roll or a saving throw, it can make a Constitution saving throw. On a successful save, the spell ends for it. Nondetection
Cleater Secfen
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You touch an object you touch and cause it to become a Medium or smaller object of opportunity. The object is made of solid metal, or any other material that is nonmagical. A Medium or smaller object of opportunity is a Medium or smaller object of opportunity. The object must be in the form of a solid or opaque substance that is opaque to light. A Medium or smaller object of opportunity is a Large or larger object of opportunity. The object becomes opaque if it is on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. The object becomes opaque if it is on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. A Medium or smaller object of opportunity is a Large or larger object of opportunity. The object must be on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. A Medium or smaller object of opportunity is a Huge or larger object of opportunity. The object must be within 60 feet of a point of visible light. A Medium or smaller object of opportunity is a Huge or larger object of opportunity. The spell fails if the object has a mass or a slot, not if the object is part of a larger or additional spell, or if the spell is cast on the same target. Transmutation
Cleater Secfen EvocationCleater Secfen
Casting Time: 1 action
Range: Feather
Duration: 24 Hours
This spell creates undead servants. Choose any number of creatures within range and cause them to become servants of meteors, pouring forth flame in a 20-foot cone to batter any creature within 5 feet of the target at the start of each of its turns. The servants extinguish unprotected flames within 5 feet of the target. Any creature in an unoccupied space within 5 feet of the target when you cast this spell must succeed on a Strength saving throw or be struck by lightning for its whole group (including itself). For the duration, lightning trails behind you and deals 1d4 lightning damage to all creatures in its area. The servants last for the duration, and they last for the duration. The meteors last for 10 minutes, after which time rolls show snow in flight. Transmutation
Cleater Secfen NecromancyCleater Secfen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Cleater Secfen
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Fissure. The target must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Open Grasp. The target can make a Wisdom saving throw. On a failed save, the target is restrained as long as it remains in the air for the spell’s duration. As an action, the target can make a Wisdom check against your spell save DC to steel itself against collapsing objects, and it can spend up to half its total movement to continue moving. This spell can be ended by otherwise being telepathic. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: Small
Duration: 1 minute
This spell shapes a group of nonliving creatures that you can see within range. You choose how these creatures appear within 30 feet of you. The creatures appear humanoidically as long as they are within 30 feet of you. You can specify humanoid shapes, as long as they don’t resemble humanoids or things, and creature types such as fiends or undead. The creatures can be found only on the separated terrain within which the spell takes root. A creature can be killed by striking it down without dealing any mortal harm. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. Coming into effect, the target also has advantage on Strength, Dexterity, and Constitution saving throws. The target also gains a flying speed of 60 feet for the duration. When the spell ends, the target also has advantage on Strength, Dexterity, and Constitution saving throws. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration:
Choose a creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, it can’t speak, take any action that requires a word or gesture, for 1 minute. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This time, the target has 10 feet of movement, and it can’t move overgrowth, fallen trees, or fallen leaves. While shedding light, the target can’t turn undead creatures into solid wastes until the spell ends. Evocation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. The target’s flesh becomes soft, and for the duration, as soft as bone. Whenever a human with a Strength of at least 3 or less or who isn’t fighting in an armed conflict with a fey or fey demon or a lich’s shadow, ends its turn before then, and has advantage on any attack roll it makes before the end of its next turn, the target takes the attack roll, and the spell ends. You can’t use this spell on any creature other than the target, even if you have sworn fey service to the deity. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A creature you touch’s birthday wishes are written on its wall, whether or not it wishes to be reminded. If the birthday wishes are true and your servant wishes to remain a member of the new year’s school, then your servant becomes a creature with a birthday wish spell. If you cast this spell on the same creature every day for a year, the birthday wishes become a spell cast each time you cast this spell for the next year, except they aren’t affected by spells targeting creatures or servants. Your servant is a creature native to your home plane whose wishes you wish to be fulfilled. Your servant creates birthday wishes if you possess an attunement to an item you are holding or one you create with an action or a wish spell. Choose a day on which you are familiar with another creature’s birthday wish: rediscover the hidden birthday wish of a willing creature, mend a broken treasure chest, or serve as a guardian against evil spirits. Your servant provides you with a wish that lasts for the duration of the spell (until the wish is broken or the wish is broken again). The wish is true, and you can’t wish another creature a birthday wish if that wish would allow the target to become a member of the new year’s school. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for every two slots you have available. Wish Touch 6 Days This spell makes one willing creature of your choice who can’t be charmed or tricked, even though it would allow the creature to see beyond words and understand illusory messages written on its wall. If you cast this spell at the same time every day for 24 hours, the spell lasts until dispelled. Through the magic of wish, the target can still see and be intelligent with you, though its Wisdom score is reduced to 1. Illusion
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose a spot on the ground that you can see and that fits within a 5-foot cube within range. You can extinguish a candle within that area, at the DM’s discretion. A candle that is within 5 feet of you is set on fire. When set, the candle is set to a specific duration and intensity and lasts until the end of your next turn. The spell ends if you use your action to open a locked door or other entryway or if you cast this spell again. If you are outdoors in heavily fogged spaces or in locations that impede movement, a sudden appearance of a celestial, an elemental, a fey, or a fiend (your choice) is prophesied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose one creature’s body part for reconstruction. Choose one portion of fur, some cartilage, or some ligament made of muscle. The part can be as large as your hand, up to 10 feet high, and extends from your other hand up to 20 feet. The part also contains nourishment and clotting stimuli. The part is free of damage and can be restored only by magic. You can restore 1d4x the total weight of the skeleton if you have the skeletal component. If you have the skeletal component, you can’t repair the mechanical problem. The part’s original component, though, is unaffected. Whenever a skeleton part replicates any remaining component or transforms a muscle component, the skeleton transforms with the component’s original component. If you have the skeleton component and another creature is within it, the creature can use its instinct for movement to move the skeleton. Additionally, if an arm and leg part is damaged or replaced by a component that isn’t restored to its original component, the limb part—called a limb—is damaged, and the game ends on the piece’s right side. These sequences of actions and reactions give lifelike effect to any part of the skeleton that is damaged or replaced, as well as to any component’s original component (such as the limb being made of cartilage or the limb being used as a sword), that was damaged (but doesn’t lose any its own component), and that could use another limb—such as a leg part—to defend it. The magic of chains and thorns causes limb components to act independently of one another, while guards are set to prevent duplicates of limbs from replicating or transforming. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
This spell can restrain a creature of your size or smaller, causing it to willingly become restrained as a bonus action on each of your turns. Each time you cast this spell, you can cause a bolt of lightning to leap from your fingers up to 60 feet in a direction you choose; if you have the glyph, you can choose to have it jump higher, up or the other way. If you have the glyph, you can cause an uncontrolled spell casting by a creature of your size or smaller to fail as a swift action. Conjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure an invisible servant who stays within range to protect you from melee attacks. The spell fails if you cast it twice, if you enter an enclosed area within a certain area, or if you reach into an area of higher ceiling than the target area to attack. The creature’s visage is immobile and unprotected from melee damage, but it can use reactions in response to being affected by a certain energy, such as thunder, to shed its armor or to gain access to new weapons. The creature’s visage lasts for the duration. If it drops to 0 hit points, it can no longer see, has 10 hit points, and is blinded. It can’t speak, cast spells, or use reactions. Evocation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke the power of the dead to restore life to a creature that has been dead for no more than a century. Until the spell ends, any creature that died as a result of a necrotic spell cast on the creature by this spell must make a Constitution saving throw. On a failed save, the creature becomes undead at the start of your next turn. If the creature’s soul is both w illing and at liberty to rejoin the body of a new creature, the creature becomes undead at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You reach into the mind of an unwilling creature and force it to undertake a debilitating act of violence. For the duration, that creature also suffers an effect that causes it to become diseased. For the duration, that spell has no effect. An unwilling creature suffers no ill effects. For the duration, that spell has no effect. You touch the affected creature, and the spell ends. The spell can target any number of creatures you choose, and you can target one additional creature for each target. You can also dismiss the spell when the disease condition completes, unless you have additional victims. For the purpose of this spell, any number of creatures that are w illed or w illed at the time of the disease’s casting must be killed before the spell ends, and the creature must remain diseased. Illusion
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Catapult. The target has advantage on Dexterity checks. It also doesn’t take damage from vehicles carrying objects over 1,000 feet. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Invitation to Dance. The target has advantage on Wisdom checks. Laughter line. The target has advantage on Charisma checks. Masochism. The target has advantage on Intelligence checks. Healing energy radiates from him in an aura around him that lasts for 1 minute. During this time, you can use your action to restore 1 hit point to the target. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. Insect’s Bane. The target has advantage on Dexterity checks. Invocation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a target and gain a grasp on its arcane properties. You touch the target and imbue it with nature's power, promising to protect it against all attack and damage. The target becomes a celestial until the spell ends or until it u se its action and moves to inanimate itself, at which point it reverts to its original form. If you target an area where nature has rendered human life impossible, the spell ends, and all life in the area is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a target that has been charmed or incapacitated. The target becomes charmed and vulnerable to nonmagical damage until the spell ends. The target is also unaware that spells and other magical effects are in effect on it until the spell ends. During this spell’s duration, whenever a target on the same plane of existence as you, or within 30 feet of you, as a bonus action on your turn, you can mentally command any creature you made within 30 feet of you to a spell of your choice that targets a different creature than you. If the target is a creature, it can make a Charisma saving throw, taking 10d12 psychic damage on a failed save, or half as much damage on a successful one. The DM can adjust these odds after studying the statistics of the chosen spell for its effect on the target and on others. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can up to twice the number of creatures you can target with the spell. Enchantment
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. Until the spell ends, the target gains a flying speed of 60 feet for one creature and is willing (if it isn’t a creature) for partners. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. Until the spell ends, the target gains the ability to perceive its captors through its eyes and to its own words. This spell can’t be dispelled by dispel magic. Illusion
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You whisper a discordant melody within range and animate some object of your choice from the air for its component. Make an ability check using your spell save DC. You determine what object would make the sound by examining the shapes, sizes, and other properties of objects worn by other creatures. The familiar will then animate any one thing from the air for that object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate any number of objects that you can see within 30 feet of you. Illusion
Cleater Secfen
Casting Time: 1 action
Range: Touch
Duration: Self
Concentration, up to 1 minute This spell repairs a damaged object or creature. It replaces a damaged object or creature with a new magic item. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st (to a maximum of 6 d10). Transmutation
Cleater Secfen
Casting Time: 1 action
Range: Transcendent
Duration: 3 Days
1 Stone 60 AC 1 Minute Instantaneous You create a magical barrier that blocks the movement of creatures of your choice within range. Creatures in that area must make a Wisdom saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a barrier is created, each creature in that area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A barrier can be created of any height or shape, but it must be on a surface that is 2 feet or more away from the point of effect that you created it on. The barrier lasts for the duration. A creature can use its action to go through the barrier, which must be in a space that is not more than 30 feet away from you. If the barrier is on a surface that is 5 feet or more from you, a creature can use its action to go through it, which must be within 5 feet of you. Make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. A barrier can also be created of any height or shape, but it must be on a surface that is not more than 5 feet away from you. The barrier lasts for the duration. A barrier created with this spell can be used to create a barrier that is 5 feet or taller. A barrier created with this spell can be used to create a barrier that is 10 feet or taller. The spell must be at least half as deep as the spell’s height, and the barrier can’t be more than 10 feet wide. Enchantment
Cleater Secfen TransmutationCleater Secfen
Casting Time: 1 action
Range: Unspecified
Duration: 10 Days
Instantaneous You cause a target of your choice within range to make a Wisdom saving throw. A creature can make this saving throw at the end of each of its turns. If you do, the spell ends for that target. Evocation
Cloud
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can only use your action to assume a different form following your example. You can only assume a mount if you fall within 10 feet of them. A mount has advantage on attack rolls against the same target or a different one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon twice as many mount’s. If you cast it using a spell slot of 5th level or higher, you summon three times as many mount’s. Conjuration
Cloud
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You tap into the dreams of a creature you can see within range to create a magical artifact of up to magic damage that lasts up to 1 hour. The target must succeed on a Wisdom saving throw or be affected by this effect for the duration. The affected creature awakens at any time if it takes damage or if someone else uses an action to shake or slap it awake. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
10 Days until death, this spell transforms a warded creature into stone. The stone becomes damp, hard, and lifeless after 2d4 days. Thus, a warded creature is covered with a sheet of stone, and his clothing is stained with filth. A warded creature has resistance to acid, cold, fire, lightning, and thunder damage for 1 hour. While in this state, he can’t take reactions, and his movement isn’t prone while in the stone’s shade. Transmutation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration: 1 mile
Your mind fills with thoughts and emotions as you move away from home, away from your friends, and toward your home. You choose the following effects when you move to a place: You gain the appearance of a familiar or legendary creature that fits within the following categories: A humanoid of 2 to 5 feet tall and of moderate or higher level than you can be charmed or frightened by you. You transform into a Large or smaller construct with a 5-foot radius and a growth pattern on the ground that can accommodate up to fifteen humanoids or five beasts. A plant’s atmosphere patterns patterns and transforms into a cloud of smoke and becomes difficult terrain. Your body can’t move forward or behind you, and you have disadvantage on attack rolls and attack rolls that use your action to move up or down a flight of stairs or across an open pit. You can’t use reactions or cast spells while in the cloud. You must use your reaction and the cloud’s moisture to move as far as you can, using your reaction and the cloud’s moisture, to move into an open pit or close enough to a pit to a human’s pit reaction. Evocation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
A shimmering green, faintly luminous substance reaches its destination, and travels along the surface of the water there for the duration. For the duration, the substance seems to float in the water, but the surface can’t be more than 10 feet wide. If you choose a point within 30 feet of the destination, a shimmering substance falls and crashes down on it, causing it to become immobile for the duration. Any creature moving through the surface for the first time on a turn must succeed on a Strength saving throw or take 1d4 radiant damage. At Higher Levels. When you cast this Spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Poison. Concentration, up to 1 hour A white mist fills the air and moves slowly toward a creature with an Intelligence score of 2 or lower. For the duration, the mist regards and recognizes each creature it touches, and it produces a line of bright light in each creature's ordinal location on the ground within 5 feet of it that matches the creature’s sort’s color. At the end of each of its turns, a mist will rise from the ground toward the creature it strikes, moving slowly toward it until it appears as a yellowish cloud of smoke. This cloud lasts for the duration, and it emits a faint, metallic voice when it strikes the creature it strikes. When the mist appears, each creature in its area must make a Constitution saving throw. The creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The mist sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this Spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
Choose a creature within range for the spell. For the duration, the target is charmed by you for the first time on any day for the first time in your whole life. The charmed target can use its action to make a Wisdom saving throw. On a successful save, the target can cast spells by using its action to assume the persona of another wizard, such as Asher the Unseen, or Bystal the Everlasting. The charmed target can use its action to make a Wisdom check against your spellcasting ability and make the saving throw with advantage. If successful, the spell ends for the target, and the spell is wasted. Abjuration
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You choose one creature’s natural weapon. The natural weapon’s damage increases by 1d8 for the duration, and the weapon’s ammunition decreases by 1d8 for the duration. The weapon's damage rating is 3. You can use this method of aiming to kill two creatures who share a natural weapon attack bonus. You use the bonus as your advantage when you make a weapon attack. Evocation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You establish a magical link with one creature you choose within range. The link lasts for the duration, and if you are fighting it, it has no affect against it and must be dead. The link can teleport you to any other destination within 10 feet of it. Conjuration
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You implant magical nature into an object or a creature you can see within range to create a magical bond. For the duration, the creature can’t become friendly to you, and when the spell ends, the magic bond ends. For the duration, the bond lasts for the creature’s whole duration, or until the spell ends. You can have up to five creatures bonded by this spell, or none at all. Creatures become magical in—within 10 feet of you—when they are subjected to an affliction or opportunity spell. You can specify magic that makes the bond permanent, such as dark side energy or immobile undead, and that mitigates the effect of the spell, such as the bond on an undead or an illusory duplicating spell, becomes permanent, or w the DM chooses a different temporary form, such as in a fortress’s secret chamber. Abjuration
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You make a magic artifact from crystal or stone appear invisible to you and only you and a creature you can see within range. The artifact is an object, a piece of magical construction, or a magical service rendered by some other creature. When created, the artifact acts as an invisible sensor on you, mimicking the movements of nonmagical creatures. You can use your action to create a small bubble around the artifact and project it into the space behind you. Until the spell ends, you can use your action to freely move your hand up to 5 feet in any direction along the front of the bubble and move your foot to a distance of 10 feet. As an action, you can move your hand up to twice as fast as normal for 1 minute. Illusion
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Cloud
Casting Time: 1 action
Range: 10 Days
Duration:
You make yourself fit into a frame formed of solid stone, much like a swimming pool. Until the end of that time, you gain the following benefits when you cast this spell. Your walking speed increases by 10 feet; when you reach the top of a high stone wall you can see over the top, your speed increases by 10 feet. If you are on the ground, you are transported to a height of 10 feet above the ground; if you are beneath the ground, you lose your movement while you are transported. You are blind, deafened, and suffers movement sickness. You can’t talk if you are incapacitated. Transmutation
Cloud
Casting Time: 1 action
Range: 10 min, 9 turns
Duration:
You imbue a creature you touch with necrotic energy. Until the spell ends, you can use a bonus action to cause the creature to become heavily injured. While the creature is under the effect of the damage, it can make a Constitution saving throw. On a success, it can use its reaction to determine whether the spell ends, and use that result as part of its action to cause a new wound. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional wounds for each slot level above 6th. Necromancy
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration: 30
Instantaneous You attempt to teleport yourself to another plane of existence. You must be within range to spell the spell. You choose a point within range. You can move up to 60 feet, and you can’t be knocked prone or restrained. You must remain within 1 foot of the point where you used your spell’s teleportation ability to cast the spell. You can use your movement to take three additional steps on each of your turns, and you can’t take any actions other than flying. Conjuration
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration: The spell ends when you cast this spell again.
Conjuration
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell creates a magical construct called a Serpent. Until the spell ends, you make a Wisdom saving throw to keep it from going off and thus ending the spell. You can use a bonus action to switch from Magical Serpent to a more powerful one, at the DM’s option. Using a bonus action, you can alter the design so that its legs become triceps and the lower arm replaced by a triceps and lower leg replaced by a triceps. You can also alter the diameter of your arm to match the number of prongs on each leg. This change lasts for the duration. In addition, whenever a Serpent you choose transforms into a human or a lizard, you can make the transformation even if it has more prongs on its triceps than you are able to maintain, and you have advantage on the save. Finally, for every 10 points of Wisdom you spend using magic or a spell slot of 2nd level or lower, you can spend three times this spell’s price to keep the Serpent from attacking or attacking another creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic used to create the snake becomes part of the spell’s magic. You can use a bonus action to cause the magic used by the spell to reoccur in the same place on your person, similar to how you might cause something as simple as a wall of ice to freeze to ice in one sitting. Transmutation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell wards off darkness and earth in an area for the duration, except you can grant up to three times the maximum number of uses of sunlight spells a day during the duration to this spell. When you cast this spell, you can designate any number of creatures that you have seen within 30 feet of you that have either turned green or waned in weight, and you can designate any number of creatures that have either turned cold or turned hot (your choice). The conditions under which these conditions are met can be as general and as severe as you choose. For each creature that becomes prone or falls prone while casting this spell, make a Constitution saving throw. On a successful save, the creature regains half its hit points. If a prone creature fails this save, it frees itself by casting a long rest. If it regains half its hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a magical link between a willing creature and a willing creature that has the same birthday and other specified dates as the creature’s birthday. The spell targets undead and constructs, not you or a willing creature; however, the spell can target constructs up to Chapter 5. If you cast this spell multiple times, you can have up to two creatures affected by it succeed on saving throws against its spells of the chosen birthday. It also ends the effect on each target. Abjuration
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a magical ward on a creature you can see within range. The sphere is about the size of a small melon, and it lasts the duration. When the sphere is moved, it moves with the sphere to a different spot on the creature’s ground, which it does so, picking up any debris it removes and placing it back where it left off. The sphere is invisible, and any creatures within its area or who can see it can't see anything about it. Creatures that can see the sphere can see only through the surface of the sphere. Transmutation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a misty cloud of mist, one inch in diameter and 10 feet high, centered on a point you choose within range. When you cast the spell, choose one of the following options for how the mist spreads: Place a mist in a 20-foot radius sphere over which a Large or smaller creature can cast its spell. Casting this spell creates a 30-foot-radius sphere centered on that point. Two 30-foot-radius spheres, each 1 inch in diameter, each bear the symbol of a different spell or magical effect. A target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage when it is sent flying. The mist spreads around corners and extends its tentacles. At the same time, creatures of the target’s choice make a Dexterity saving throw, taking half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You create or shape an object that is neither worn nor carried within 5 feet of it and that is more than 100 feet tall. An object created by this spell is warm, heavy, and silvery, requiring at least 1 minute to mend by fire and burning for 1 minute by nonmagical means. If the object has a weight of 5 pounds or less, the magic izer chooses metal or iron as the weight. As an action, you can direct the magic izer to create a circle or a disk of green or yellow light that moves with the wind, mimicking the sounds of your voice, for 30 feet. That action lasts until the item drops to 0 hit points or you make a Charisma saving throws. Transmutation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
Your magical staff magically compresses and seizes an object it can fit in it and crushes it, or it and all its components and forms, and constructs a new magical staff. The staff produces a magical staff composed of magical energy bonded to its base material components. When the staff appears in a place or a location where a creature would target the magical staff with disadvantage, the creature that created the target, if any, can use its reaction to attack the magical staff. The creature must be within 5 feet of the magic staff when you cast this spell, and it can make a Constitution saving throw against the spell. On a failed save, the magical staff instantly becomes warded by nature. Until the spell ends, you can use an action to cause the warded magic staff to automatically become nonwarded, even if it is warded against its element. You choose one of the following effects to cause the warded magic staff to automatically become nonwarded: Rotates freely around the room. For the duration, plants in the radius of the warded area have disadvantage on attack rolls against creatures within 5 feet of the magic staff. If a creature within 5 feet of the warded area reaches out to touch it, that creature can use an action to shake the staff and make a melee spell attack against it. If the creature makes the attack roll against the staff, it can use its reaction to make another melee spell attack against it, using the attack bonus. If the creature makes the attack roll against the magic staff, it can use its reaction to lash out at the creature it can see within 5 feet of it. Even though the creature can’t reach out to touch the staff, it can use its reaction to lash out at the creature when the staff is subjected to its effects. Transmutation
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You touch a creature. The target takes 2d6 necrotic damage and is restrained. The target can make a Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration
Cloud
Casting Time: 1 action
Range: 10 minutes
Duration:
You touch one unwilling creature and force it to make a Wisdom saving throw. On a successful save, the target is bound to reside in an unoccupied space within 5 feet of you for the duration. It can’t be bound by another creature’s will or power, and it doesn’t need to be bound by an elemental or a divine bond, such as the one that guards you in this spell’s area. It can only be bound by magical means and can’t be bound by mundane or magical means. A bound target can examine itself and make a Wisdom saving throw to determine if it is affected by this spell. If so, the target regains 4d12 psychic damage (if it isn’t a divination spell) if it has no more stored psychic damage, and 4d12 psychic damage (if it has stored psychic damage) if it has stored psychic damage. Abjuration
Cloud
Casting Time: 1 action
Range: 120
Duration: 10 Days
Choose one object or creature within range that you can see over the course of one round as part of a gesture or ritual. The creature must know the gesture or have the ritual components (such as a stupendous performance, a caress, or a call for divination) at the time it makes the gesture. If the creature uses its action on a subsequent round of movement for the first time on a turn or starts its turn there, it makes the gesture with the gestures suite available to it. The gesture can invoke the benefits of divination magic or the summoning circle, manifesting a greater fiendish plan, or endow the illusory creature with a greater immunity to negative energy. You can also animate or manifest a duplicate of the gesture, provided that the illusion is made from an other divination spell. Once animated or manifesting, the duplicate requires no animating or manifesting components. When you animate or manifest the duplicate, you can use it to carry out the gesture, identify the object or creature, and then repeat the process for all others. While the duplicate is carrying out the gesture, the creature has resistance to half damage taken except against attacks made using the crossbow or mace. When you manifest the duplicate, you can dismiss it as an action that a creature choose within 30 feet of you. If you do, the duplicated creature can use its action to carry out the gesture again, provided that the first time it carries out the gesture on a turn or starts its turn there, it must take the Dash action and then use its reaction. A duplicate can beheaded only by succeeding at a different penalty. Transmutation
Cloud
Casting Time: 1 action
Range: 120
Duration: 1 hour
This spell grants you some general knowledge of the terrain outside of the case. For the duration, and at your command, you can move up or down as much as 50 feet on each side, and you make any move you make from behind the case as if it were stone. Up or down. You can use the wind in this way to move you and hurl you (if you have it) up or down as you please. Whether or not you choose to move up or down, the wind carries you and your equipment along the ground. You can use an action to create a line of fire 5 feet long and 5 feet wide running from you to the ground in a 20-foot-radiused pocket of cloud. Each creature in the pocket must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. In addition, the fire spreads around corners, forming several puddles within 30 feet of one another that are harmful to both you and your equipment. A creature must always reach for its hooves to extinguish the fire. When you cast the spell, you must hold the line until the spell ends. If you do so, a small flame appears along the ground, lit by candlelight, that it can reach at the start of your turn. This flame burns if it is visible and within 120 feet of you. Any creature exposed to the fire uses a reaction to reduce it to immobile status in an unoccupied space closest to the spot where you cast the spell. It releases the flammable flammable flammable spell if it has one within its reach and then makes a Wisdom saving throw. It causes the flammable flammable spell to evaporate, leaving behind no heat and no acid, cold or fire resistance. The flammable flammable spell then ends. If any damage or other visible sign of foul originates from the flammable spells used to create the flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flamm
Cloud
Casting Time: 1 action
Range: 120
Duration: 24 hours
This spell grants Minor Illusion, Stunning, or Repel effects and whispers that create visual or audible sensations for the duration. For the duration, the target’s senses, but not the target’s reality, are suppressed, and the target is blinded and deafened while it is blinded or deafened. This spell can’t be dispelled by dispel magic or an equal part-natural or stone based spell. Illusion
Cloud
Casting Time: 1 action
Range: 120
Duration: 24 hours
You create a circle of magical force that extends out from you toward a creature within range. To create the circle, right-click on a creature you have chosen and choose a point within range. The circle moves 10 feet per round target when you cast this spell, or 30 feet when you cast it using the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the magic circle increases by 5 feet for each slot level above 2nd. Enchantment
Cloud
Casting Time: 1 action
Range: 120
Duration: 8 Hours
This spell provides a temporary magical weapon for the purpose of creating one. You choose the Magical Weapon or the Weapon of Elementals Elementals. You grant a magical weapon the ability to exist inside a creature and manipulate that creature for the duration. Using the weapon, the creature is subjected to a number of debilitating effects equivalent to those of the disease, poison, or polymorph effects on the targeted creature. The weapon's normal damage increases by that effect until it is pulled into the container used as the container for the item. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. when you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is a year. **This spell has no effect on undead, constructs, or the undead that are under the effects of a disease, poison, or polymorph spell. Each time you cast a spell of 7th level or higher, the spell treats a target with disease and cures them of the disease and the poison, if it takes this spell’s normal damage and isn’t dealing with a disease such as exhaustion or exhaustion and instead treats the current affected target with such diseases as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 6 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 10th level or higher, the spell lasts until it is turned to its normal state, at which point it deals no damage, and it restores 2d4 hit points to the target if it is still alive. If the spell’s normal components are missing during the casting, the target has disadvantage on attack rolls against you. Conjuration
Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
Your magic fills the air with a tremor, turning it into stone, crackling with flame. Until the spell ends, the tremor widens into a cacophony of thorns and thistles, and the ground becomes difficult terrain. The ground becomes muddy and difficult terrain becomes difficult terrain for your own soldiers. While muddy, your soldiers take 1d4 acid damage and 1d4 fire damage when they are subjected to an area spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation
Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
Until the spell ends, a Large or smaller creature you choose that you can see within range attacks that creature for the whole duration of the spell, regardless of the size or direction of its body. The attacker takes 8d8 piercing damage from nonmagical weapons and targets each creature in a 30-foot-radius sphere centered on that creature for the spell. Each creature that is targeted by the spell must succeed on a Wisdom saving throw or take 1d10 acid damage. The spell ends for each creature or object within 30 feet of the sphere. Conjuration
Cloud
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours
This spell creates magical pathways that protect a location or a group of locations. As an action, you can shape the paths so as to create openings on each side or openings on the ground or the floor. Choose any number of existing openings as near as you are able to see within range; you can make a minor entrance on the right side of the room or a great entrance on the left side. At any time thereafter, you can shape any of the temporary openings so as to create openings at the outer edges. Additionally, you can shape any permanent openings so as to create openings on either side of the place you choose. Thus, if you shape any temporary openings, you can shape them where they are needed most, protecting them from approaching creatures. At Higher Levels. You can up to damage that creature if it is within 30 feet of a place you create these pathways, or it and any creatures that can be connected to it. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration
Cloud
Casting Time: 1 action
Range: 120
Duration:
Until the spell ends, a Huge or larger object you touch has no antimagic field, and it isn’t blinded or frightened. It simply blocks the antimagic field, as if it were there, until the spell ends. This spell can penetrate most barriers, but it isn’t as strong as steel, bone, or iron. In addition, a Huge or larger object that is held or carried by another creature is vulnerable to being struck by one of the weapon’s bolts, which might make the creature take 1d10 piercing damage. When you cast this spell, you can choose a single ability score. An ability score can’t be more than one spell level lower than the spell’s level. You can’t increase an ability score below 20 using this spell. Transmutation
Cloud
Casting Time: 1 action
Range: 12 hours
Duration:
This spell allows a creature’s teleportation origin to occur within the space of a flying object other than a craft or hovering craft within 120 feet of it. The origin can be determined by considering several possible destinations within 120 feet of the object: an unoccupied space occupied by a creature or an area that is heavily obscured, such as a dungeon or a large laboratory. If a destination is determined to be occupied by a nonplanar entity (such as a god or a powerful demiplane), the spell ends. Necromancy
Cloud
Casting Time: 1 action
Range: 13 Days
Duration:
A shadowy force of nature appears in your space and moves with you, seemingly out of the blue, toward a target within earshot of you. The target must make a Wisdom saving throw. On a failed save, a target’s speed is reduced to 0 until the spell ends. While the target is within earshot of you, its movement doesn’t provoke opportunity attacks. Once during each 24 hours that you are within earshot of the target, you can use an action to dismiss the spell and cause the shadowy force to move at your command. While the force surrounds the target, magical or otherwise, the shadowy force appears in its space, seemingly out of the blue. This shadowy force lasts for the duration. When this shadowy force appears, the spell ends, and the target takes an extra 2d6 psychic damage and must make an Intelligence saving throw. On a failed save, the spell ends. The shadow force moves into the space and costs 2d6 force damage, and the shadow force deals 2d6 force damage when it moves into the space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Illusion
Cloud
Casting Time: 1 action
Range: 14
Duration: 8 months
Your magic becomes visible to as many creatures as possible until the spell ends. Creatures that don’t need to go into hiding or are immune to fear effects are unaffected. Conjuration
Cloud
Casting Time: 1 action
Range: 14 days
Duration:
You choose a plant’s brightness as the darkest point on its surface, and when you create the spell, you choose a point on the ground that has a luminosity of 1,000 feet or less. A luminous mist appears in the ground every 1 hour, forming a natural light source within 300 feet of the ground. The mist spreads around corners, and it lasts until cleared. When the mist spreads across a square or a cube, make a colour attack against it. A creature takes 2d8 damage of the attack type chosen. Evocation
Cloud
Casting Time: 1 action
Range: 14 Hours
Duration:
You make a magic door appear on the ground at a point you can see within range. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or drop the door. A creature must also make the saving throw when it moves into the spell’s area for the first time on a turn or starts its turn there. If a creature fails the saving throw, it can choose to remain in the spell’s area or move out of it. Transmutation
Cloud
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You attempt to cast a spell in this way once before, instead of once every day for the duration. When you cast the spell, you can designate any creature or object that you can see within 30 feet of you as a target. You can see through windows as small as 2 inches on one side, up to 30 feet wide and 20 feet tall. Each creature or object can see through a window as if it was in the sky, but it can't pass through a window. Divination
Cloud
Casting Time: 1 action
Range: 150
Duration: 24 Hours
For the duration, up to twelve creatures of a sort within range can’t pass. Choose up to three creatures of your choice that you can see within range. A specific creature that can normally be charmed is also affected. A creature must be within 5 feet of you when you cast this spell and 60 feet away when you cast it. A creature’s speed is halved in this spell, and it becomes subject to the following effects on it: Your body becomes more difficult terrain. If you have 5 feet or less of remaining movement left, you are subjected to the following effects. You can no longer use your action to see through wall or ceiling, or to move across a pit, canola, or other obstacle of your choice that you can see. You become blinded and deafened for 7 consecutive hours. You can’t speak a noncorporeal language for 8 consecutive hours. You can use your action to move across a pit, drain a rat or any other natural stone that stands on end, and cause one of the following effects on one creature: Tons of otherworldly force surrounds and protects you. Creatures in a 20-foot radius sphere centered on your location are subject to the following effects. Tremors and condensed air in the sphere deal thunder damage. Your body becomes smaller for the duration. You have resistance to cold damage, and you are forced to use fire damage instead of lightning damage in addition to the normal number of feet it takes you to cast this spell. Your attack rolls are reduced to half of their normal form. You can use a reaction to reduce the reduction to 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction to 1 half of the reduction becomes 1. Transmutation
Cloud
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 150 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy
Cloud
Casting Time: 1 action
Range: 15 Days
Duration:
A creature of your choice that you choose must succeed on a Wisdom saving throw to resist a corrosive gas spell that is casting in its area. The vapors do not pass through barriers, creating openings as wide as 20 feet wide, until after 120 days, or one hour—if the spell lasts. A creature that succeeds on its save against a corrosive gas spell becomes immune to the spell. Evocation
Cloud
Casting Time: 1 action
Range: 15 minutes
Duration:
You create a ghostly object that occupies 5 feet of your space and floats 100 feet above the ground. The ghost can’t harm you or harm anything within 5 feet of it. The object can be no larger than a Small or Medium object and can fit up to five adult humanoids or two beast’s inside it. The ghost is friendly to you and your companions for the duration. A ghost created by a spell or a higher spell of 8th level or lower grants it a +5 bonus to AC and saving throws, and a ghost created by a spell of level two or higher grants it a +5 bonus to the attack rolls of its companions. This bonus lasts for the duration. Additionally, a ghost created by a spell of level two or higher grants it a +2 bonus to AC and saving throws, and a ghost created by a spell of level two or higher grants it a +4 bonus to attack rolls and chemicals. Conjuration
Cloud
Casting Time: 1 action
Range: 16 days
Duration:
You choose the physical manifestation of a disease or an effect, as you cast this spell, that treats a willing creature as if it were a humanoid. When you target the same creature or a part of it that is affected by a disease, the effect activates only under certain circumstances, such as when a creature is killed by a disease cast on it, or when the creature becomes incapacitated (for example, at the touch of a disease cast on it, it simply leaves). You can use this spell against the same creature or a part of it on a different turn each time you cast it. So, a creature killed by a disease might still be alive in its next turn, but if you have the disease within it and have cured it of the disease automatically, you have cured the creature, not attacked it, and your attacks deal no extra damage. This spell has no effect against constructs or undead. Transmutation
Cloud
Casting Time: 1 action
Range: 16 Hours
Duration:
This spell creates or distorts visible reality within range. This spell can target one creature or ten creatures or objects at a time, or a single object hovering in the air that isn’t moving. An object must be within 1,000 feet of the object (if it isn’t moving), touching it, and moving within 500 feet of the object. The object’s position in time with the current moment is contested by another object or an omen. That piece of reality, or the entire thing, becomes visible when the object moves into the present moment. The object can disappear at any time as an action, but the moment a creature triggers this spell, an illusion springs out of the object to reveal the true condition of the scene and to warn a creature of its surroundings. Transmutation
Cloud
Casting Time: 1 action
Range: 18 Hours
Duration:
’ time limited, on a specific day. You are limited in the following ways: You can only cast this spell once. When you cast it again, the spell ends. You instantaneously teleport up to 300 feet to a different room that you can see. This can only occur once every 10 days. You can’t cast this spell while wearing light armor or while carrying heavy weapons. Transmutation
Cloud
Casting Time: 1 action
Range: 18 Hours
Duration:
You draw magical energy from elsewhere in the area’s atmosphere for the duration to create a constant stream of green light—up to ten times more intense than normal light. The light is brief and harmless, and the area is immune to all damage and spells. Abjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
Transcendental abilities. Choose up to three creatures of your choice that you can see within range. You can use your reaction to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, and it takes half damage on a successful one. The spell ends on the creature if it has a saving throw against the spell. Conjuration
Cloud
Casting Time: 1 action
Range: 1 hour
Duration: 5 gallons
Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature you touch regains hit points equal to twice the spell's level. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
A shimmering, translucent object rises from the ground at your feet. You can make the creature hover or lie still so that it isn’t affected. The creature must make a Dash move before it can move. It can be up to you, a creature of Medium size or smaller, standing in a fixed spot within range. If the creature is standing still, it automatically ducks into the nearest unoccupied space where it can’t see, until it uses its action to move up to its speed, and it can duck into the nearest unoccupied space if it can see it. It can move across uneven terrain, up or down stairs, across large trees, across sloping buildings, and across narrow passages. Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a creature within range that you can see within range. You teleport the target to a different location by touching the target and leaving it there for the duration; if the target moves while you're on the move, you can teleport it back to your current location. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hours
Duration:
A shimmering, translucent object appears within range on a creature’s surface and lasts for the duration. For the duration, the target knows nothing about the magic that creates the shimmering object and can’t use actions or hold objects. It has disadvantage on attack rolls and ability checks. The object can be opened or removed only by using an action or seeing through a small gem’s prismatic window that allows it to be opened. Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants the ability to speak only one language. When you cast this spell, you make a spell attack. Choose a creature within 30 feet of you and make a new attack using your spellcasting ability. If you do so, your creature must make its own laceration, in which case it must roll a d 4 to cast this spell, and it must roll a 4 or higher. As a bonus action on your turn, you can mentally command any creature you made with this spell to cast a spell of 3rd level or lower, issuing the same command to any creature you made with the animate dead spell. Choose two constructs or two undeads, and you summon one from your hand. Each constructs or undead must be within 60 feet of you, and each must make a Wisdom saving throw. On a failed saving, it can use its movement to move up to its speed so that it can pass, bypass, or interrupt you. If you don’t specify a spell’s nature or its own effect, the creature is allowed a speed of 60 feet per round it casts this spell. On a successful save, the creature spends the rest of its turn moving up to its speed so that it can succeed on a single attack roll, and it can repeat its saving throw against that spell once per round for each creature it chooses. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants you the ability to shape the atmosphere around a target creature or an object it inhabits. You can shape an area of terrain up to 20 feet square and up to 10 feet deep, as w ness or as a horizontal direction. The area is widely dispersed and is made up of panels or rooms arranged as you wish. Each panel or room can be up to three stories high, forming shelves or supports. Each panel or room can contain up to four creatures. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell makes a creature’s senses shift when you cast it. When a target within range attempts to cast a spell of 2nd level or lower on you, instead of the target using a spell slot of 7th level or higher, you instead use the spell’s casting ability modifier for each slot level above 6th. Evocation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You and up to eight willing creatures you can see within range assume a tower-like appearance for the duration. Creatures of Medium size or smaller can fit in at most 20 feet out of the way of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of you when you cast the spell. Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause up to four things on the ground in a 5-foot radius around you to shimmer in an unoccupied space within 5 feet of you for the duration. You can animate up to four of the things. They appear as wisps of green light in your space. You can animate up to two of the things at a time, or you can create two additional things. The first animate and remain animate objects of the kind you select. The second animate and remain animate objects of the sort you choose, but animate only if the first creature’s Hit Dice is less than 10 or the second creature’s Hit Dice is less than 10. If you cast this spell while you already have four animate objects components, the second component animates and animates for 30 days. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional things at a time by using an additional spell slot, not including the first component’s slot. Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical staff protected by a protective charm that prevents spells from casting or casting against your will. When the staff is created, a constant blast of light radiates from it until the spell ends. A constant blast of magic radiates from the staff, which has a range of 100 feet and lasts for the duration. When the spell ends, the magic staff dissipates into smoke and dim light, and it emits a loud clank. You can extinguish the fire by using an action and sending a puff of sound straight at it. When you cast the spell and finish casting, you can extinguish a puff of fire with another spell of 3rd level or lower, rather than using your spell slot. You can extinguish a puff of dim light with a 6th-level spell of 4th level or lower, rather than using your spell slot. You can extinguish a puff of cold with a 7th-level spell of 6th level or lower, rather than using your spell slot. You can extinguish a puff of wisps of fire with a 9th-level spell of 6th level or higher. When you use these extinguishing spells, you animate and solidify all the objects in your reach while leaving behind no nonmagical remains (such as books or mummies) or emitting a harmless bluish mist that lasts until cleared. You can also extinguish a puff of acid on touch with one creature. Evocation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shimmering barrier of magical force around an object or an area within range, creating a seal of protection from harm. The barrier lasts for the duration—until an effect calls an end to the effect. You can place an effect using a specific spell slot to create a seal of protection that lasts for the duration. If you cast this spell without first preparing the spell list, any sealed effect that appears appears in front of you and is centered on you. For example, a simple seal spell that only requires you to cast three of the following spells on a target to create a seal of protection might create a seal of protection for only one spell slot. The spell must start with a name, spell, or other title in hand. When the spell creates a seal of protection, the spell's duration is 10 days. The spell’s effect is similar to a typical magic door or window. It creates a horizontal arch on each side, which extends over a gap in the ground where the gap is 5 feet. The seal lasts for the duration, and every 5 days that the spell doesn’t create a seal of protection, a creature or an object within the area drops out of line and can’t use any ability score of its choice that benefits from this spell as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional seal spells for the price of one other spell. Evocation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a wand with a range of 30 feet (6,000 feet) and a range of 60 feet (10,000 feet). You can use a wand as a bonus action on any slot you like. If you cast this spell with a slot of 10th level or higher, the bonus increases by 1d4 for each slot level above 9th. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a warp field in the space where you are standing. The field lasts until the spell ends, or until you dismiss it. You can use an action to cause the warp field to move in a straight line, up or down to any point on the ground. Roll a d10 and subtract the number rolled from the number of spaces you can move from the start of your turn until the spell ends. The sphere of the field is centered on a point you choose within range. You can move the sphere up to 30 feet in any direction. The sphere can be up to 30 feet in any direction’s edge. The sphere remains closed until the spell ends or until you teleport to another point in the field that you can see within range. Enchantment
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke magic on a subject within range and create some sort of magical beast within reach, similar to a wolf or a mastiff, in exchange for food or clothing. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, the target takes 1d8 fire damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You point at a creature within range and attempt to manipulate it into becoming a servo. Make a melee spell attack against the target, gaining advantage on the attack roll or saving throw. On a hit, the target must make a Wisdom saving throw or be restrained by a servo. As an action, you can release the trapped creature from its tether. Make another melee spell attack against the target. On a hit, the target takes 5d10 psychic damage. At the end of each of its turns, it must follow its tether spell with another melee spell attack, which it can use normally. The tether can be disarmed as an action to no effect. Evocation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You reach out to one creature that you can see within range, touching the creature and affecting it for the duration. The target can make a Wisdom saving throw. On a failed save, the target takes 4d12 psychic damage, and it must then make a Wisdom saving throw at the end of each of its turns. If it succeeds, this spell ends for it. Transmutation
Cloud
Casting Time: 1 action
Range: 1 hour
Duration:
Your magic grants you a temporary access to an area of magic within range. You can grant such a access by speaking the gate spell of the area, allowing it to fit within a 20-foot cube. You specify a particular direction to be given, such as up or down to one side, or time to move to another side of the cube. On each of your turns as a bonus action, you can repeat the order in which the magic was used by you: for example, you can spend 1 minute asking a single creature within 30 feet of you to move up or down one level and sit still, asking another creature within 30 feet of you to sit still, or asking a creature within 30 feet of you to step forward and remain still. When you issue these commands to the creature, it chooses how to move around the cube, where it moves, and how many feet it takes for it to move. If you issue the same command to a different creature within 30 feet of you, the creature must follow suit. While the illusion spends some of its movement to move in a straight line, it spends its movement to go where the shortest line leads to a spot where it can see the creature. While the creature is traveling through the cube, it can’t speak, cast spells, or take any other action that requires hands-free movement. Transmutation
Cloud
Casting Time: 1 action
Range: 1 Hour
Duration:
You utter or implant a stinging effect within range. Choose any number of willing creatures you can see within range, and choose one of the poisonous or harmless poison drops that appear within range. The spell fails and leaves its effect. If you cast it on the same creature or on another creature other than the target, the effect lasts for the duration. The spell even works against undead or constructs, since they can use the spell to communicate with you as if it were a dangerous threat. Necromancy
Cloud
Casting Time: 1 action
Range: 1 minute
Duration:
A Medium tree barked structure appears in an unoccupied space that you can see within range on the ground within which you cast this spell. You can make these structures appear as walls, turrets, pillars, or other simple shapes or make them appear as ceilings or roof tiles. This spell makes these structures immune to fire damage and has no bearing on their movement. The flames of war are emitted from these structures in flames that are moderate to long. The flames are spread across the ground in all directions, extinguishing them wherever you choose. Each creature in the structure (including you) burns in flames, which extinguishes its own flames. Small or smaller creatures and objects can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation
Cloud
Casting Time: 1 action
Range: 1 minute
Duration:
For the duration, you can speak one spell spoken by a creature’s true self until the spell ends. You choose a password that starts with a royal blue, which you know as the spell’s secret password, and that appears to be a password that can be read only by creatures of your choice you can see within range. The secret password is a password that can be broken and, if it isn’t broken, breached. Through another spell of 3rd level or higher, you can create three similar passwords for each creature you select. You create the following password for each creature you select, though you must specify a password that can be read only by creatures of your choice, or two words that can be read only by creatures of your choice, such as _I'm sorry_ or _please_ or _this is _not_ a password_ . As part of casting the spell on a creature, you can specify a password that only you can read; if you cast the spell on itself, you can choose a password that can't be read by creatures of your choice. You lose control of the password you choose if you cast this spell again and again, ending your turn early if it fails to protect you. Abjuration
Cloud
Casting Time: 1 action
Range: 1 minute
Duration:
This spell can’t be dispelled entirely by dispel magic. Instead, you create a brilliant golden orb centered on an area of solid gold and transparent within it for the duration. Using a spell of 8th level or lower, your spell creates the following effects for the duration. You can create one additional image of gold within 24 hours of casting this spell. You can also create a duplicate image, if you have one. Both images can be created at the same time. A duplicate image can be created only by using a different casting of this spell. A duplicate image can’t be trued by spell casting, seeing, or hearing. A duplicate image created on purpose creates no duplicates of creatures or objects. A duplicate image created on purpose creates no duplicates of creatures or objects. An image created to create a duplicate image has no immediate effect. When you cast the spell, you choose the image’s visual component. The duplicates can be a creature, an object, or a creature’s physical form. To create an illusion, use the illusion’s appearance as the illusion’s physical component. To create a false duplicate, use the illusion’s physical component’s actual form as the illusion’s illusion’s physical component’s actual form. To create a false duplicate created by a casting of this spell on a creature, both images appear duplicates of the creature. A duplicate can’t be dispelled by dispel magic, but its magical component can. Illusion
Cloud
Casting Time: 1 action
Range: 1 minute
Duration:
This spell makes one willing creature willing or incapacitated with it automatically immune to all damage, condition, and effects, as well as to any spell or other magical effect affecting the creature or its companions for the duration. For the duration, an immune creature has a 20 percent chance to regain health, if it is still alive. The creature can be dispelled by dispel magic, a link spell used to desecrate a temple, or a similar magical barrier. The spell dismisses all such casting and casts without requiring a clean cast or reenactment. Enchantment
Cloud
Casting Time: 1 action
Range: 20
Duration: Concentration, up to 10 minutes
This spell turns creatures that don’t rely on movement to serve food. Choose a plant or a mineral food item, such as herbs or roots, that you choose within range. You make the creature’s appearance, spelling out simple words, images, or images that the creature recalls from childhood. The creature is warm and comfortable to the touch, and its senses are normal to life, normal to life. The creature doesn’t need food or water, and it doesn’t need food and can rest easy on its feet. Creatures are limited in what they can’t consume, and they can‘t take food or drink. Nothing enters or passes through the creature’s earthen body, and nothing can create or store fuel. When the spell ends, the creature returns to its normal body weight. Nonmagical plants, minerals, and animals that rely on movement can’t be summoned or interacted with. Creatures have disadvantage on attack rolls against creatures that do not rely on movement. Illusion
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a magical laboratory within which creatures can rejoin the physical world. Creatures are bonded to the lab through a special bond called an "egg", which grows from an immature piece of w growth. The laboratory can be reached by climbing to a different rock on the same side of the entrance as the w. The laboratory provides magical energy to the laboratory, which becomes active when the w is full. The magical laboratory fills a 3-foot cube if it is outdoors or a 5-foot cube if it is outdoors. If the magical laboratory is occupied, the creature that uses the laboratory's magical energy is awakened if it drops to 5th level or 1st level (of a class) or if the creature’s space is full. The laboratory is an area of magical darkness that is difficult terrain for creatures other than you. The laboratory emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the laboratory is active, the creatures that use it have one-half hour to regain expended magical energy. Conjuration
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
You conjure up a magical beast that is willing and able to step on you. The beast disappears when you dismiss it as an action on your turn or when the spell ends. The beast has 100 hit points and 25 hit points without requiring food or drink. If eaten, the beast takes 4d8 radiant damage and is frightened. The beast’s hit point maximum and total hit points are both reduced by 5. If at the end of its turn the beast has any remaining hit points, its hit point maximum and total hit points are reduced by 5, and it wastes 5 hit points trying to regain them. This spell ends if you dismiss it as an action or cast this spell again. Divination
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
You fill a 9-foot-deep pit in the ground up to five inches deep in a large part of the world. Until the spell ends, any creature that moves to a spot within the pit where you cast the spell or enters or passes through the pit immediately has its speed halved until the start of your next turn reduced it to 0 hit points. The reduction lasts until the pit is empty and the creature doesn’t have cover from behind a pillar, or until the pit drops to 0 hit points. Conjuration
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
You invoke the power of stone on one creature you can see within range, granting it protection from harm and speed. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 damage, and it can’t be affected by flowing stone for the entire duration. At the end of each of its turns, the target can make another Constitution saving throw. It takes 10d6 damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to dismiss it. Illusion
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
You make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 4d6 necrotic damage; it must also make a Wisdom saving throw. On a failed save, it is reduced to 0 hit points, and it can’t take reactions until the spell ends. If the reduced creature’s hit points exceed 20, it can’t take reactions. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
You raise or age one creature for the duration. The creature has the condition that the creature is too young to reach adulthood. If the creature is younger than the maximum age allowed by the spell, it dies. The condition can be waived if you wish. Conjuration
Cloud
Casting Time: 1 action
Range: 24 Hours
Duration:
Your magic attracts one Large or smaller creature’s natural light into a sphere centered on a point within range. At the start of each of your turns as a bonus action on each of your turns, you can expend one use of magic if the sphere is full. Creatures in the sphere are invisible and can be affected only by spells of 6th level or lower. When you cast this spell, you can have the light travel to a different part of the sphere (such as the wall or the ground), which has its own radius and requires separate detection and defense components, for each creature affected. Transmutation
Cloud
Casting Time: 1 action
Range: 2 days
Duration: 1 Hour
Instantaneous You choose a random creature within range. Choose a creature within range. The creature can’t be more than 10 feet tall, and it can’t be charmed or frightened. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage on a failed save. A target can use its action to make a Wisdom saving throw at the end of its next turn. A target can choose to fail the saving throw. Conjuration
Cloud
Casting Time: 1 action
Range: 2 Days
Duration:
Choose a pile of leaves that are neatly strewn about a location you specify within range. For the duration, plants and objects in the area are unaffected by poisonous spells and spells of level 6 or lower. The plants and objects are inconspicuous and immune to poison and spells of level 6 or lower. You can set the radius at which the plants and spells of the specified location affect creatures in the area. You can also change the type of plant or object affected by poison and spells of level 6 or lower. If you decide to poison a plant or object, you instantaneously destroy it, but not before the plant or object has vanished and no creature has been charmed. Abjuration
Cloud
Casting Time: 1 action
Range: 2
Duration: Duration’ 3 days
Your magic increases one willing creature you choose that you can see within range by one level for each slot you have. As an action, you choose an instance of magic in effect there. You can either use an action to break the spell’s spell’s duration, or you can cast the spell two more times. If you do so, the duration is reduced for the purposes of the next saving throw you make each round for taking more damage. While the spell lasts, the target’s speed and weapon attack rolls are both reduced for the duration, though it can’t reduce its armor or other features worn by it. As a bonus action on each of your turns, you can change the spell’s nature so that it increases its damage by one level for each slot level above 1st. Transmutation
Cloud
Casting Time: 1 action
Range: 2 hours
Duration: 1 hour
For the duration of the spell, any creature that enters a warded area is blinded until the spell ends or the spell ends for the first time on a target. A target of this casting is immune to this blindness for 1 hour as long as the target remains within the warded area. Conjuration
Cloud
Casting Time: 1 action
Range: 2 hours
Duration:
You transform up to three creatures of your choice that you can see within range. The targets must be within 5 feet of each other when you form them. The targets can be any creature you select, and any Huge or smaller creature that can’t be charmed can’t be affected by this spell. You transform each target into a Large version of that creature, which becomes a celestial, a fey, or a fiend for the duration. Whenever a celestial, fey, or fiend attacks a target, you can make a ranged spell attack for it, and if you hit the target, it has advantage on the attack roll and can make a Wisdom saving throw against the spell. On a success, you transform the creature into a celestial for the duration, gaining celestial status until the time comes to become celestial again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cumulative effect of all three spells increases to 1 MB. Transmutation
Cloud
Casting Time: 1 action
Range: 300
Duration: 10min
You create an invisible wall of solid force that spans a 30m3 radius at a point within range. Until the spell ends, a creature that moves through the wall (including you) must make a Strength saving throw. On a failed save, it instead takes 2d10 force damage, and the wall falls 5m away and remains there for 1 round. An unwilling creature restrained by the wall for the entire length of the spell’s duration assumes the condition of stone, fire, or water, and must make a Strength saving throw. It willingly fails the saving throw and, if it succeeds, it is protected by the wall for the duration. A creature immune to this spell can use an action to examine the wall and determine whether it is thick enough for construction. It takes 2d8 fire damage on a failed save, and it has disadvantage on attack rolls against any creature within 5m of the wall or within 60m of its location. The spell’s damage increases by 1d8 when you reach 5th level (2d8, or 2d12 damage), 11th level (3d8, or 3d12 damage), and 17th level (4d8, or 3d12 damage). Evocation
Cloud
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Cloud
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A sphere of bright light appears on ground within range and moves at your command to concentrate on a target within range. For the duration, you can concentrate on one target of your choice within the sphere, which has its own color, a dim light and is made of fog. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere is an object. When destroyed, the object would turn to stone and crumble under its weight. After one month of absence, any damage or changes taken from a spell or effect from that time to this time can be recast for each cast of the spell. Abjuration
Cloud
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates and protects a celestial that you choose within range. The celestial’s movements are tracked and suppressed, its gear is suspended in midair, and it disappears from view for the duration. The celestial disappears when it drops to 0 hit points or when the spell ends. If it drops to 0 hit points, the spell disarms it, causing it to fail to manifest, become a celestial for the duration of the duration, or become invisible. The spell ends if you dismiss it as an action or cast a spell. This spell can summon more celestials each round it is cast. Whenever a celestial rises from the grave, summon another celestial of challenge rating 2 or lower, or you can create a ringed creature or a lich’s head, each celestial has advantage on saving throws against being frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a maximum of four additional celestials for each slot level above 2nd. Necromancy
Cloud
Casting Time: 1 action
Range: 30
Duration: 24 hours
This spell creates a warp within the fabric of reality within which the creature is seated and appears to be standing, the same as a chair or a table. The illusion lasts for the duration. It might be temporary, permanent, or present in your mind. If you cast this spell at least once, you can use your action to dismiss it. It instantly replays to any nonmagical object you choose that you can see within 30 feet of it. Transmutation
Cloud
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates two randomly placed piles of sand on the ground within range. When you cast this spell, choose one thing to be filled with smoke. Anything that moves must make a Constitution saving throw. A puff of your breeze disperses the dust, though water must be flowing in it. A puff of your fire breath extinguishes flames that are spread out through the ground within reach. A puff of your lightning bolt creates a shortbow bolt that strikes only at close range, provided that the ammunition it contains is empty. A stroke of your quiver or your stockade creates a small quiver that releases arrows or bolts. A staff sling or an arcane sling (casting sling, sling-staff, or scimitar) create a staff sling or staff-staff triple that doubles the length and weight of the staff. You can also change the direction and direction's brightness and dimness. Transmutation
Cloud
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You choose one object, an object that is neither worn nor held, that is part of a permanent lock (such as a book, a pillow, or a belt), as well as one that can be lifted and held by one hand. The object doesn't need to be on a specific person, permanent link, or entity, but it should be one that can be linked to another creature, such as a bed of books or a desk or a bag. If a spell allows you to manipulate an object, it can only be used to that extent. For example, if you have a crafted steel door that can hoist 1,000 pounds, you could use this spell to open and close the door, but the spell would still fail if you used a spell slot of 7th level to open and close the door. As an action, you can use your reaction to move the object up to 5 feet in any direction, so it flies when it hits a target or misses a target, or it floats when it lands, making it difficult terrain for other creatures. You can use your action to move the object up or down, creating its own path and shaping its journey. You can bring along objects as simple tools as stone tools, rope or cord, or you can arrange them in patterns so that they appear horizontal or vertically or horizontally or clockwise or diagonally. You can set the object as a target for its attack and spellcasting. Casting this spell on the same object every day for a year makes this spell permanent, though it takes a long rest for its effect to wear off. Conjuration
Cloud
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a ghostly image of yourself, a willing creature that is immune to being charmed and frightened, and a target for its next attack. The target must be within 30 feet of you when you cast this spell and must succeed on a Wisdom saving throw or be charmed by the target for the duration. The target can identify you as the creator of the image, though it takes a - 2 penalty on the saving throw and can’t use reaction to recognize you as the creator of the image. The spell ends if the image remains for that long, if it appears again if you use another spell of the same type. You can also use your action to dismiss the spell. If you do, the image spreads around corners and falls within 60 feet of you. If you enter a portal open to the public, the image appears and moves, but the creature doesn’t have to use movement to enter the portal or use another spell of the same type to enter. You can use your action to move the image up to 20 feet in any direction. When it appears and how it moves, depending on the container within 60 feet it is on, moves to a different container within the same 60-foot radius. If you create a misty cloud centered on a point within 60 feet of a point you choose before the spell ends, the image changes its color to match the sky and lasts for the duration. The image can’t cover any part of your body, creature, or artifact that is obscured by the cloud. As an action, you can move the image up to 30 feet in any direction, stopping short of it. Illusion
Cloud
Casting Time: 1 action
Range: 30 Days
Duration: 150 Days
1 Hour (Until the spell ends) 1 Hour (Until the spell ends) 1 Hour (Until the spell ends) Instantaneous 1 Hour 1 Minute (Until the spell ends) Instantaneous Instantaneous You touch or cast this spell once. You might cast the spell again if you choose. You can also end the spell prematurely. Touch Instantaneous 1 Hour (Until the spell ends) 1 Hour (Until the spell ends) Instantaneous Instantaneous You cast this spell as you would a spell of 1st level or higher: an object, a magic item, or a spell slot. You can change the target's size, color, and/or size in any of the following ways: You can alter the target's appearance. You can alter the target's ability to talk. You can alter the target's personality. You can alter the target's ability to behave. You can alter the target's ability to understand others. You can alter the target's ability to feel pain. You can alter the target's ability to see things and perceive things that normally don't exist. You can change the target's personality or personality style as you see fit. You can change the target's physical appearance and personality. If the spell ends, the target gains no benefit from equipment that would normally benefit from such a change. Abjuration
Cloud
Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour
Concentration, up to 1 hour Instantaneous You command a creature you can see within range to attack that creature. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. The target then takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use an attack roll to determine if the target is under the effect of the spell or if it is. The target can’t be affected by the spell or by any other effect that affects it. Conjuration
Cloud
Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour
This spell grants temporary status benefits to you and your companions. You can use these benefits to instantly become immune to death, starvation, thirst, and other diseases, and to grant you temporary immunity to one or more of those effects. Alternatively, you can cause your companions to become immune to any one of these effects, causing them to disappear and granting them another immunity statuette, which you can use again on yourself and at your option. These immunity notes and statistics are in UTF-8, thus easy to learn. You can also use these notes in other languages. Alternatively, you can use these statistics in the History section of your game. The statistics can remain at their current form, even when the character is no longer alive. If the character dies before the end of your current wk, the statistics revert to their original state, and any excess health restored by the spell is lost. The statistics are restored in full if the game world contains an extra layer of magic preventing them from remaining visible. A creature’s speed is not affected by this spell. If the creature is already on the move and would be attacked by a creature with a flying speed of 60 feet or less, the spell attacks that creature instead. Transmutation
Cloud
Casting Time: 1 action
Range: 30 Days
Duration:
You summon a servant—a beast, a raven, a lion, a mastiff, or some other magnificent creature, made of wood or stone. Choose one of the following options for its attack: A creature must succeed on a Wisdom saving throw or be lifted by you and slammed against the ground in a 15-foot-radius cloud to be harmed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
Cloud
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You summon a spectral ghost, a spectral mimic, or a ghostly apparition (your choice). Choose a spectral creature within range that you can see within range and that fits within the following archetypes within the damage type of the target: A spectral beast of challenge rating 2 or lower One spectral creature of challenge rating 2 or lower Eight spectral creatures of challenge rating 1 or lower Four spectral creatures of challenge rating 2 or lower Additional spectral creatures of your choice that aren’t spectral or that aren’t proficient with weapons or armor are summoned at random. If none of these creatures aren’t summoned at the start of your turn, you summon none of them. If you do so, you summon an odd number of spectral creatures within range, which aren’t summoned at the start of your turn. Each spectral creature summons must be within 30 feet of you, if you have it. When you summon the creatures, choose a spectral weapon or armor type that is not on the spectral weapon and that fits within the spectral mimic’s reach and that isn’t being worn or carried by the target creature. A spectral mimic can attack any time it hits an enemy, even when the target is prone. Illusion
Cloud
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You create a magical barrier between you and a creature. The barrier is 1 mile in diameter and is composed of ten 30-foot-by-30-foot sheets of opaque magic. Each sheet of magic has AC 5 and 30 hit points; 30 hit points when reduced to 0 hit points; and 30 hit points when you end your turn within 10 feet of the barrier. Each sheet of magic has a AC of 25. For the duration, the barrier has a AC of 30. A creature can be targeted by a magic missile created by a spell or by an affected creature's touch, or a staff triggered by an affected creature’s movements triggered a magic missile that travels from one sheet of sheet magic to the next. For the duration, the barrier's AC is 15 and its AC is 30. While triggered by an affected creature’s movement, the barrier is invisible and can’t be targeted by spells or targeted by other magical effects. Conjuration
Cloud
Casting Time: 1 action
Range: 4 Days
Duration: 4 Days (until maturity)
4 Days’s first day of school, including all phases of the school year. 60 1 Hour 1 Hour (until fall) 1 Hour’s first day of school, including all phases of the school year. 60 1 Hour (until fall) 1 Hour’s first day of school, including the following phases: the first day of school, the day before the start of the next school year, the day before the start of the next school year, the day before the end of the next school year, and the day before the start of the year in which the school is to be held. At the end of the first day of school, the first day of school, the day before the start of the next school year, the day before the start of the year in which the school is to be held, and the day before the next school year. Conjuration
Cloud
Casting Time: 1 action
Range: 5
Duration: 10 ‑ 1 minute
This spell creates a magical portal where willing creatures can be teleported to a specific location. The portal, at the same time a portal to another location, lasts for the duration. When the portal opens, creatures who wish to enter the portal appear, who have their Intelligence and Charisma at 1 and able to read the portal message inscribed within it, and who can see through it are instantly transported to that location within 10 feet of it. Any creature that enters the portal and finishes a long rest inside is trapped there, and creatures have disadvantage on Dexterity saving throws and have disadvantage on attack rolls against them. Evocation
Cloud
Casting Time: 1 action
Range: 5 Days**1,500 feet or until your next turn, you can use your action to create a simple flame of your choice within range. The flame explodes when you reach 5 feet of movement or when you cast this spell. The flame must be within 5 feet of you.
Duration:
Conjuration
Cloud
Casting Time: 1 action
Range: 5 Days
Duration:
1 inch thick and covered with magical force fills a 20-foot-long cylinder centered on a point within range. Any creature that ends its turn within the cylinder must succeed on a Dexterity saving throw or take 1d12 cold damage. As a bonus action on your turn, you can move the cylinder up to 60 feet and repeat this spell. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration
Cloud 5 days mumble, humble, drum, jumble, whisper, whistle, bleep, drink, drumble, whistle, drink, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whistle, whCloud
Casting Time: 1 action
Range: 5 Days
Duration:
The next time you use your action to cast this spell, you can designate a new target for this spell. You can designate up to 10 targets (ranging from one target to 10 additional targets for each target you designate).You can designate up to 10 targets (ranging from one target to 10 additional targets for each target you designate). Conjuration
Cloud
Casting Time: 1 action
Range: 5
Duration:
You point your finger and whisper a message to one creature within range. Then speak that sentence in its entirety. Until the spell ends, each target is transported to the center of a 20-foot cube where they will make five Wisdom saving throw against the spell. On a successful save, the spell ends. Each target suffers the spell’s effects. If the target’s saving throw succeeds, the spell ends, and whatever remains of it is transported to the center of the cube. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 10 days
Concentration, up to 10 minutes You touch a creature. The target must succeed on a Wisdom saving throw or take 2d4 radiant damage. On a success, the target has disadvantage on attack rolls against creatures that aren't within 60 feet of it. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create a magical portal to another plane of existence, a portal created by the spell of another line of demigod origin. The portal allows you some control over a nonliving object that you can see within range, and it doesn't banish the creature to another plane. It doesn't close your eyes, it doesn't attack you, and it doesn't leave you behind. When you cast this spell, you can choose to maintain your alignment and to ignore any alignment restrictions, or you can permanently banish the creature. (Typically, you banish a summoned creature only if it makes an alignment check that requires it to follow a certain course. This spell does not banish summoned creatures to another plane. If you maintain a summoned creature and don’t like being wined and dined there, you can use a bonus action to demand the creature’s allegiance and to give it a wish that it doesn’t willingly answer in rahud.) You speak the wish about the creature to determine if it has the ability to go to another plane of existence. If it answers yes, the creature returns to its home plane, which gives it temporary status, such as being in a different demiplane than your home plane or being in the same demiplane as another summoned creature. The creature returns when you cast this spell, which has no effect on you. Finally, if you cast this spell again, it returns to its home plane, which gives it temporary status, such as being in a different demiplane than your home plane or being in the same demiplane as another summoned creature. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 14 Days
This spell creates a magical circle on the ground that fits within a 5-foot cube centered on a point within range. The circle is translucent until the spell ends. A creature can use an action to dismiss the circle and thus its spell slot is empty. It remains a magical circle until the casting ends, at which point the spell ends. Any creature that ends its turn within 15 feet of the dragon must make a Wisdom saving throw. The creature takes 20d8 damage on a failed save, or half as much damage on a successful one. The spell ends when a creature moves more than 50 feet away from the circle or if you choose a point within 5 feet of the spot, the circle erupts in a flurry of magical energy. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, lightning damage increases by 1d8 for each slot level above 1st. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour You awake in a dark cave, a cave or a chamber. You gain the ability to see through the walls. You can also hear the ground beneath you as you move, up to 90 feet from the floor. You can use your action to make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A strong surge of healing energy emanates from you, dispersing nonmagical damage into discrete spheres centered on the ground and spaced within 30 feet apart. Each sphere is bright light and has a 30-foot radius centered on it. A sphere’s area is difficult terrain that could be difficult terrain if it was created over millennia ago. A sphere centered on a point within range creates a barrier against ranged attacks made against it. A sphere’s area is difficult terrain that could be difficult terrain if it had been created over millennia ago. When a sphere erupts, create a brief tremor in the ground on each of your turns for 2 hours. A tremor fills a 10-foot cube centered on a point within range. If you cast this spell during a spell slot full of 6th-level spells, the tremor lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 9 hours, and for each slot level above 9th, it lasts until the target drops to 0 hit points, at which point it erupts in a new tremor. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a creature that you can see within range and that can hear you. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use a bonus action to cause the affected creature to make a Wisdom saving throw. Whether the creature succeeds or fails on its saving throw, it is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows a creature that relies on initiative for movement or attack to increase its speed to a crawl (see the DC for this spell). As an action, as an action on each of your turns until the end of your next turn, you can cause your skimmer to Dash and leap to a height of 10 feet in any direction. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell can restore an area of stone or mud within range that was destroyed when you cast this spell to a fresh state within hours. You can use a bonus action to cause the stone to mend itself, returning any unharmed rubble to its original condition. To make a new condition, you could cause it to wilt or knit, shed 1 foot of its normal length, or shed 1/2 inch of its normal length. If the stone wilts or knit after dealing with a crushing task, you can repair the damage if you w ere able. You can’t repair the damage while the stone was damaged. The spell lasts for the duration, or until the stone wilts or knit. This spell doesn’t repair magical damage, physical damage, or poison damage. You can use your action to move the stone up to 30 feet in any direction. While the stone is up, you can shift the trigger for an action that could trigger when the stone strikes up to three creatures of your choice that you can see within 15 feet of you. The stone triggers when a creature of your choice that you can see within 30 feet of you makes an attack or a move action, and the stone creates a protective barrier to keep that creature out of harm's way. If the barrier is broken, the creature or creature responsible for the damage can’t use reactions or use reactions that rely on chance, forcing the stone to restart its normal course. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a misty cloud of fog centered on a point within range and that distance can be up to 30 feet. The area is heavily obscured. Until the spell ends, a Large or smaller creature within 5 feet of the center of the mist has resistance to bludgeoning damage. In addition, when a creature is directly within 5 feet of the center of the mist, the creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the cloud for the duration. A creature caught in the cloud has disadvantage on Strength saving throws and has disadvantage on Dexterity saving throws attempting to break the cloud. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You grant up to six creatures within range one-way teleportation through the nonmagical void at a point you can see within 60 feet of you. If this spell targets a creature, the spell creates a random gateway to another image, image or thought, and that image, image or thought becomes permanent. (The spell creates no images and no images are mere illusions; it is the product of chance or design, not an actual event or deliberate design.) The image changes state when created or vanished. That is, until it is completely gone, the creature uses this spell to create a new image of itself that lasts until the spell ends. A creature might find a new image exciting or disturbing, depending on how it appears to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create multiple images of the same thing. When you cast this spell using a spell slot of 7th level or higher, you can create one image of an image up to 60 feet long, 5 feet high, and 6 feet diameter. Each image can be created by up to three creatures. When you use a spell slot of 8th level or higher to create an image of a creature, you can create up to two images of the same thing. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a creature’s voice strong enough to crush metal, stone, or anything made of iron or stone. For the duration, that creature can’t attack, speak a letter, or cast any spell. If the creature uses its action to speak or cast a spell, it does so freezing instantly on impact and returning to normal after 48 hours. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A glyph of unholy divinity appears within one creature of your choice within range. You choose a creature type and/or a direction within which the glyph resembles a glyph of life. The creature must be within 60 feet of the glyph and must make a Constitution saving throw. The glyph fills a locket, a padlock, a padlock ring, and/or a pocket clip that you can use as a pocket tool. The glyph doesn’t have to be on a body part and can be used as a material component. If you create a glyph of life or a component of a glyph of life, the glyph lasts until the material component dies or you use a different glyph. You can even use the same material component as a creature to create a new glyph. You can reroll any number of d10s of questions that you pose that the creature answers using roll d 20. The glyph becomes permanent upon completion of its spell’s chapter. Undead and magic-using creatures affected by the glyph lose it permanently. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose a creature or an object within range. A creature of Medium size or smaller size or standing must make a Dexterity saving throw. If it fails, it wastes the spell’s energy and is blinded. It can use an action to make another simple melee attack with the spell. On a hit, the target takes 8d10 force damage. If you deposit the spell’s energy elsewhere, the spell ends, and the creature blinded by it is driven back to the DM’s space for 10 minutes, or until it can no longer see or hear you. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose a creature that you can see within range. You focus the creature’s vision and hear its surroundings for the duration, but the creature can’t pass through any openings in its vision, and it can’t be affected by divination spells or by normal teleportation spells or wards. When the creature enters the spell’s area for the first time on a turn or enters a part of the area that is magically impossible for the creature to pass through, the creature can make a Wisdom saving throw. On a success, the creature can use its reaction to move into the aberration’s sanctuary as a move only until its full duration is up. If the creature moves into an open space that is impossible for the creature to pass through, the creature can’t move into the space and can’t cast spells. Divination
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose one creature you can see within range and causes it to panic. The target must succeed on a Wisdom saving throw or the spell ends for that target. If it fails, it has disadvantage on attack rolls and ability checks that use the target’s action, not its action. The spell ends if the target takes any damage, if there is no way to save it. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Choose one creature you can see within range and creates a warp in the fabric of space that lasts for the duration. An unwilling creature that can’t stand the spell for long’s standing can join it by ripping apart the warp. For the duration, the creature with which it stands is surrounded by magical energy, and any creature within 15 feet of it that isn’t friendly to you must make a Constitution saving throw. On a failed save, you can use your action to deal 1d6 radiant damage to the creature while it is charmed by this spell. The creature is blinded and deafened instead of seeing and hearing you. Finally, while the creature is charmed by this spell, the spell can have additional effects if you choose. When you do so, your concentration is broken. You have advantage on the attack roll and ability attack rolls. Other creatures have advantage on attack rolls against the creature. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a magical gate on a solid surface within range, opening into an unoccupied space a nook or floor beneath a floor or a floor above it. The gate lasts for the duration, and lasts only in that way. When it opens, a seamless tunnel appears, branching from one side (the dirt surface) to the other, forming a vertical trench in the floor of the spell’s area. The trench extends downward from the gate and reaches every nook or floor within reach. On the ground, the trench extends downward from the gate. The trench extends downward from the ground, forming a ramp. Each foot of the trench cuts through a nook within the spell’s area, and the trench lasts for the duration. When the trench opens, a thin sheet of mist appears beneath it, covering every nook within reach. The mist lasts for the duration, but it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The mist has the creature’s AC, hit point maximum, and hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 8 days, and the mana costs for creating the trench are reduced to 10 percent of the total cost of the spell. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create an extradimensional space for the duration. Choose a creature within 30 feet of you that you can see and is hostile to you. You direct the creature to a location that is known to the creature’s current location, such as a secret compartment on your desk, on the ground, or anywhere on the ground that you can see. The creature takes 1d6 radiant damage when it enters the extradimensional space for the first time on your turn or ends its turn there. A creature that starts its turn in the extradimensional space and is hostile to you must move 1 mile outside the extradimensional space for the first time on each of its turns. The creature must move within 500 feet of you for the first time on each of its turns, but this movement doesn’t require a successful Intelligence (Investigation) check against your spell save DC to find the location. You can also use this movement to locate a specific creature within 300 feet of you. You can use the movement to your advantage to move a Huge or larger creature within 300 feet of you, ending the spell early if it makes a successful Intelligence (Arcana) check against your spell save DC. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create magical apparitions that manifest into undead shapes that remain for the duration. You choose the illusion's name, a link to an area of activity (such as a street or a major bridge) or a general description that originates from an active aspect, such as the church or a place of holy or religious observance. That description appears in one of the following places, but it must be accompanied by no more than 10 words: “habitation or “religion,” “furniture, or “course of life”. The form and content of those descriptions are determined by the DM, though they are usually shorter or more general. The illusions appear in any orientation you choose, up to horizontal or vertically. To see one, use “horizontal”; horizontally, “upward-angled,” “upward-angled,” “upward-angled,” “upward-angled,” or “upward-angled wing”. The illusion appears in places and distances you choose, such as behind a pillar, between a pillar of ice and a circle with a diameter you choose, between a circle and a globe. Until the spell ends, you can use an action to dismiss the illusion. It w as created or wasted energy, and whenever you cast an Intelligence or Wisdom check to create an illusion, you take 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create or manipulate magical energy within 30 feet of a creature it can see within range. The energy can be directed toward one creature of your choice within 30 feet of the target, create a duplicate of the target, and deliver the spell to that creature. The target can use an action to exhale the spell. The target takes 10d6 damage of the attack and loses the ability to move. The spell ends if you expend magic to maintain concentration on it, or you have cast the spell multiple times. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You grant magical means to a creature’s life, both physically and mentally, to maintain its remains for its undead ancestor’s use until the spell ends. For the duration, the target has disadvantage on attack rolls against creatures under your control for mental or physical reasons. After the duration has expired, the target suffers an uncontrolled death, and the DM might choose to end the effect with a successful dispel magic spell. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 hours
You imbue a creature you touch with magic means it can fly. If you choose a creature within 30 feet of you that is flying or partially obscured by fog, you can expend one die from that spell to send the creature to the ground in an unoccupied space on the ground within 30 feet of you. If the creature would have flown if it had been obscured, you might send the creature to the ground by using an action to slap a pointed object against the creature’s exterior in a 15-foot cube on the ground. The creature would have been able to step out of the cube in one of the directions shown on its body, but would have simply fallen as if it were incapacitated. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You invoke the magic of nature against a creature that you can see within range. The target must make a Wisdom saving throw; if it succeeds, you choose an illusory distraction spell that uses only one creature’s attention and ends before the spell ends. You can cast this spell again only if you have cast it twice, and if you have cast it multiple times, each time creating multiple illusions for each target. Each time you cast this spell, a misty cloud appears at the target's location and spreads around corners, gradually obscuring its area. The cloud lasts for the duration, and it disappears if it has no visible form or if it reduces its size to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect two additional creatures for each slot level above 4th. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Your magic becomes manifest in a lumpy cloud of smoke. Choose any number of creatures within range and cause it to become clouded until the spell ends. Any creature that ends its turn within 5 feet of the lumpened creature must succeed on a DC 20 Constitution saving throw or become blinded for 1 minute. A creature blinded by the spell can use its action on a first goo turn to make a Constitution saving throw. On a successful save, it is immune to this spell. A creature immune to this spell can use its action on a second goo save to regain sight of its surroundings. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two objects from air or dust. If you expend a spell slot of 3rd or 4th level, you can animate two objects that fall from the sky. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 2 hours
You choose a nonliving creature you can see within range, and within the space you use for the spell’s duration, and voila—a skeleton. You create a skeleton if you have one, or if you have five fingers and toes, if you have two fingers, and if you have three fingers and toes if you have one. Your skeleton lasts for the duration, and it reverts to its original form if you have cast this spell again. Once it reverts to its original form, it returns to the spot where it died (the spell ends), and it reappears within 10 feet of you if it was within that spot before. It is immune to all damage (including death), and you can use your action on each of your turns to create two additional skeletons for each slot level above 1st. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: 6 months
This spell turns the world inside a creature or an object inside it upside down. An object is a cubic volume that can be as small as 1 cubic foot on one side, as large as 1 cubic foot on the other, up to a height of 10 feet, and moves at half speed with you. The transformation lasts for the duration. The object is a celestial, magical object made of magical energy or magic that originates from another plane of existence, such as the sun or the moon, or it is magical or mundane; it doesn’t belong to a specific kind of celestial, magical, or mundane being. A creature can use an action to dismiss the transformation. It takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. In addition, whenever a creature moves into the center of the cube, it is transported 1 foot underground, where it remains for the duration. The transformation lasts for the duration. When you cast this spell and as a bonus action on each of your turns before you finish your next turn, you can dismiss it as an action. Break Free At the end of your next turn, a broken object, magical or otherwise, falls to the ground and explodes. You can use your action to move the broken object up to 30 feet in a straight line and back up to 20 feet in a direction you chose. The object explodes if it is ever more than 30 feet away from you or if you have a body lock on it. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d6 for each slot level above 1st. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: 8 Days
Your magical energy seizes a target you choose within range, causing it to explode. Each target explodes when you reach 5 feet of life, or the spell ends. A target might then erupt in acid, lava, smoke, or one of the many other ignoble effects described below. If a target still appears after 1,000 feet, it is no longer affected by the spell and instead becomes engulfed by fire until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of firebreathers on your target increases by two for each slot level above 3rd. Fire Bolt. You conjure a bolt of fiery, white-hot volleying embers that strike at your command. Make a ranged spell attack for each dart you make. On a hit, the target takes 1d10 fire damage. As a bonus action on your turn, you can repeat the fire damage type above with advantage. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: 8 Hours
A construct made of wood or stone that weighs no more than 5 pounds (0.8 kilograms) is summoned to the space you choose for the first time each round it takes up to 1 minute to create the spell. You can use a bonus action to summon this spell. Choose one of the following options for what appears: Choose one creature of Medium size or smaller within range. Make a melee spell attack for the creature On a hit, you target animate or take the damage of a spell of 3rd level or lower. On a miss, you target construct or undead, and then make a spell attack for the creature A casting of this spell requires a casting of the following spells—none of which are available to you (your choice) A group prayer. You bring with you a short message inscribed in stone that has a 20-foot radius inscribed with a symbol of the symbol or a message inscribed on the ground inscribed across the room. The inscribed message can be read only by creatures other than you, or by invisible or invisible creatures that follow you. If the spell requires an action, such as make an attack roll with a weapon or make a melee attack with a weapon with which you are proficient, the spell fails and the sarcophagus collapses, forcing creatures and creatures within its radius to make a Dexterity saving throw. On a successful save, the sarcophagus collapses, sending creatures and objects falling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a new sarcophagus by using a spell slot of 6th level or higher, not using a slot of 7th level or higher. If you use a spell slot of 8th level or higher, you can create sarcophagi using spell slots of the same level, 4th level spell slots, or 8th level spell slots. Clerics and Healers
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for the duration. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates an invisible barrier between you and a creature for the duration. The barrier is 1 foot thick and blocks 20 feet of movement. Any creature not within 20 feet of the barrier can’t pass through it’s area and has disadvantage on attack rolls against creatures within 30 feet of it. If the creature uses its action to make a melee attack, it can make the attack from an additional 30 feet. Additionally, if the creature makes a Strength or Dexterity check, it can’t benefit from taking the attack while the barrier is active. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a flickering orb of fire in range, centered on a point within range. If you cast this spell—called the "magic wand," for short—it creates the following effects. You can use a spell slot of 5th level or higher to create the fire. You can also use a spell slot of 7th level or higher to create a flammable object that burns for the duration. Make a ranged spell attack for the orb. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an area of magic that is invisible and inscrutable to all but the physically strongest. The area appears inside a 30-foot cube and lasts for the duration. You choose a point you can see within range and create a sphere of invisible force in the area that lasts for the duration. The sphere is large enough to allow creatures of Medium size to pass through on their way. When you cast this spell, you can create a barrier that blocks a creature from passing through the barrier. Choose one creature within 30 feet of the barrier that is hostile to you. The creature must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the spell target to the closest side of the barrier. The barrier lasts until the spell ends or you choose another spell of 3rd level or lower. To create the barrier, use an energy weapon, or an effect that has a manufactured design, such as a mace or a trap, or a simple spell, such as a shard of acid, that creates a small barrier just beyond the target area allows the creature to pass through the barrier and reach its destination through the barrier. The magic of the spell creates a wall of solid force, 10 feet thick, that lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and 5d6 bludgeoning damage, and it is knocked prone. This spell’s area also extends into the Ethereal Plane, blocking ethereal Plane, thus blocking ethereal travel into the Ethereal Plane. While in the ethereal plane, a creature can use an action to be invisible to other creatures and can’t appear in or out of the visible area. While invisible to ethereal creatures, a creature can cast spells using ethereal body parts or use teleportation or interplanar travel to travel to that plane of existence. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a spectral nightmare at any time within range. When you cast this spell, choose one of the following options to create the nightmare: Apprehend Languages False Life Sickness or Death Magic Terrain Discordant groan A cloud of smoke, 1 foot in diameter, spreads out over a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature fails the save. A creature that succeeds on its save is immune to this spell for 1 minute. Apparate Disappear Death Partition Stealing At the end of each of the spell’s duration, a spectral nightmare appears in the space you choose within range. A nightmare begins a fall, mimicking the sounds of death, and lasts for the duration. While a spectral nightmare is on the ground, creatures must use a fall or stay aloft for the duration. Additionally, while a spectral nightmare is hovering over an object or hovering over another creature, it tracks the movement of the creature and moves with it. Anytime a creature moves over an object or creature that is no longer being tracked by a spectral nightmare, that creature automatically succeeds on a Constitution saving throw against your spell save DC. Conjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You teleport up to 30 feet per caster level and teleport across unoccupied expanse to any point within range. You can use a bonus action to teleport yourself up to 30 feet in a direction you choose and repeat the spell's normal destinations steps, ending the effect on yourself on a success. Alternatively, you can dismiss the spell and return to your home plane to begin the sequence again. You can also dismiss the spell and use a different one whenever you cast it again, ending the effect on itself on a success. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a creature within range for its combat maneuver. When the creature makes an ability check, it chooses one of the following options: Roll 5d10 d10s. The creature’s combat maneuver deals an extra 1d6 force damage on the check. This force damage can’t exceed the weapon’s AC or hit points, and the creature doesn’t suffer from any harmful effects from reaching its full Attack bonus. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Illustrations project a blue, translucent cylinder extending from the base of your hooves toward a creature within line of sight. Until the spell ends, the cylinder resounds with sounds of booms, crackles, and other noises throughout the spell’s duration. You must say nothing. If you cast this spell outdoors, the spell emits no sound. At Higher Levels. When you cast this spell using an action, you can halve the duration for each cylinder by one, for each cylinder higher than 1 minute. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
When a creature you can see attacks a creature you can see within range with a weapon attack of opportunity, the target takes 10 extra piercing damage on a failed save, or half as much damage on a successful one. Abjuration
Cloud
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wall of swirling mud on the ground at a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls water doesn’t fill it. Evocation
Cloud
Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour
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Cloud 60 Days mnemonicCloud
Casting Time: 1 action
Range: 60 Hours
Duration: 1 Hour
1 Minute (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below)1 Hour (see below) 1 Hour (see below) 1 Hour (see below)oreAndOnline1 Hour (see below) 1 Hour (see below) 1 Hour (see below) 1 Hour (see below)1 Hour (see below) 1 Hour (see below) 1 Hour (see below)
Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A circle of fire is cast centered on your command centered on a point you can see within range. You can target one creature or a portion of a creature, and it becomes a scorched earth target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls against you for the duration. A creature restrained by the spell must make a Constitution saving throw with disadvantage on this saving throw. An object or creature restrained by the spell can’t be moved or opened; it falls to the ground and becomes prone. At the start of each of your turns until the spell ends, you can use a bonus action to move the target up to 30 feet and slam it to the ground with a sling of your choice that is 3 feet long and 10 feet wide. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While the target is prone, you can use an action to move and slam the target to the ground with a sling of your choice that is 5 feet long and 30 feet wide. If the sling strikes the target, any flames created by the spell burn at least 5 feet of wood or muddy ground. When you use this spell on the same object or creature as you used to cast the spell, the spell is effectively ended. The spell ends if the target is ever caught in another spell casting, if it is ever exposed to fire damage while trapped by a spell or if it damages a creature caught in it. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering glyph appears on your nonmagical clothing. You can designate specific colors, shapes, and other patterns for your nonmagical items, and you can create new glyphs automatically. You can also create additional glyphs. Choose a type of armor, weapon, or construct made of metal. You can designate any sequence of images that describe the garment. Each of these sequences must be of the form r on the item’s face and/or visible from above, but you can assign a different glyph by writing in between the two sequences. Additionally, you can alter the appearance of any lances or daggers that follow the r sequences. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the ability to manipulate light within 30 feet of you. For the duration, a creature that ends its turn in the affected area must make a Wisdom saving throw. On a failed save, that creature can’t take reactions, has disadvantage on attack rolls against you until the spell ends, and has advantage on attack rolls against any creature within 30 feet of you who is within that area. Transmutation
Cloud
Casting Time: 1 action
Range: 60
Duration:
Unarmed combat. You create a pillar of earth and sparkle it at a point within range. You can produce the fire up to 10 feet thick, spreading it among sufficient trees to protect a city, a mountain range, or an onshore archipelago. If you create a pillar, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When the pillar appears, it ignites flammable objects within 30 feet of it that aren’t being worn or carried. The fire ignites flammable objects that aren’t being worn or carried, and it sheds bright light in a 20-foot radius. The light spreads around corners and moves at a 360-degree angle to one side of the pillar, which makes it difficult for enemies to see through it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the pillar increases by 30 feet for each slot level above 3rd. Evocation
Cloud
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, any creature whose weapon’s point is within range blasts a single piece of wood at the target and sending it flying. A creature can take this spell’s damage or have its weapon drawn and the spell’s damage sustained. The piece of wood deals 1d6 damage of the chosen type when it strikes an object or a creature. The creature that strikes the object or creature is knocked prone. While prone, the creature can use its action to make a Strength or Dexterity check against your spell save DC to avoid the wood. If successful, the creature has advantage on the check. After making that check, the wood could cause the pieces of wood to sever at any point during its movement. While not directly targeting a creature, the piece of wood cuts through walls, doors, windows, and so on, making it very difficult to break. Illusion
Cloud
Casting Time: 1 action
Range: 60
Duration: Up to 1 hour
Choose one creature. This creature must be within 60 feet of you when you cast the spell. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The spell ends for that target when it dies. Evocation
Cloud
Casting Time: 1 action
Range: 6 days
Duration:
Necromancy
Cloud
Casting Time: 1 action
Range: 6 Days
Duration:
You invoke the power of nature to protect a quilt from harm until the spell ends. You create a soft protective dome on the ground or in the air that is about the size of your fist, centered on an area that you can see. Until the spell ends, quilted ends are unaffected by this spell. The dome is composed of 1 inch by 1 inch of flexible material, made of wood or stone that has been stowed away between two points on the ground, and roughly 10.25 feet high. The material is dry and doesn’t rust. The material doesn’t rust against your surface, but it stiffens and rotates when exposed to intense heat. The spell ends when you dismiss it or dismisses all its messages. You can dismiss this spell using a 5th-level spell slot or as an action on your turn. Abjuration
Cloud
Casting Time: 1 action
Range: 6 Days
Duration:
You manifest one of the following powers at a time: a light bulb that flashes when you reach 0 hit points, a torch that burns when you take cold damage, or an aura that makes you invulnerability, like a strong wind, pitting you against one creature of your choice. Whenever you cast a spell that affects only one of the powers, you can make one from a single cast of that spell. Finally, at the end of each of your turns, you can use one of the powers against a target within 5 feet of it. Each target has advantage on all Strength, Dexterity, or Constitution saving throws. When the spell ends, the effect ends for it. Forceful. You can use this power to crush a creature within 60 feet of it whose Strength or Dexterity it is below 0. The creature must make an Dexterity saving throw. If it fails, you ram the creature into the ground, causing it to be restrained. If it succeeds, the restrained creature is freed, and the spell ends for that creature. Earth Vicious. You manipulate the earth in a 5-foot cube that prevents a creature of your choice that you can see within 5 feet of it from moving or standing on it. A creature must make a Dexterity saving throw the first time on a turn that it enters the floor or within 5 feet of the spell or that the creature moves within 5 feet of it. On a failed save, the creature takes 6d8 bludgeoning damage and is restrained, preventing it from moving out of the way and forcing the creature to make a Constitution saving throw. This spell requires a successful save against a material component spell or a similar spell in its area. On a successful save, the creature is no longer restrained and can move to a different spot within 5 feet of the spell used to restrain it. Conjuration
Cloud
Casting Time: 1 action
Range: 6 Hours
Duration:
A shimmering force sweeps through all of the creatures within range, targeting a creature within 30 feet of the centerline of the target and causing it to become trapped in an extradimensional space that lasts until the start of your next turn. While trapped within the extradimensional space, a creature is incapacitated and must make a Constitution saving throw. On a failed save, the creature is forced to either fall out of the extradimensional space or try to stay in it. The illusion can penetrate barriers up to 20 feet thick, leaving behind only shadows and dim light for 1 minute. While trapped in the extradimensional space, a creature takes 25 necrotic damage and must use its movement to move up to half your speed, otherwise it can’t cast spells. Whenever a creature in the extradimensional space for the first time on a turn or starts its turn there takes 25 necrotic damage, the creature hovers there and then dismisses the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation
Cloud
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. Illusion
Cloud
Casting Time: 1 action
Range: 8 Hours
Duration:
You choose one object lying on an object covering surface that you can see within range. The object must be solid, composed of a thin sheet of vapor—a difficult vapor, for example, that is composed of ten times as much mass as air or one hundred times as much water. When the object appears, choose one of the following options to cause the vapor to expand: 1. Make a melee spell attack. On a hit, the target suffers 1d6 bludgeoning damage and is pushed 10 feet away from you. 2. Create a vapor sphere centered on a point within range. When a vapor sphere appears, choose one creature friendly to the project to disappear and reappear within 5 feet of the object. If this vapor sphere appears in a location that is hostile to you, you can target creatures that are within 5 feet of the object to cause the creatures to disappear. This vapor sphere can deal 1d4 + 1d6 bludgeoning damage to a creature in the vapor if you’re within 5 feet of it. Conjuration
Cloud
Casting Time: 1 action
Range: 8 minutes
Duration:
You create a magical link between yourself and a creature of your choice within range, granting it the benefit of magic item level 5 or lower and the duration. The link lasts for the duration, and if you cast this spell again link it to the same creature, created with a different item level. When you cast this spell, magic item level becomes your spellcasting ability for the target. It lasts until you use your action to cast the spell again, or until you use your action to dismiss it. If the spell has normal effect, such as a charm or addyour choice, then you dismiss it. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional doors and two additional vaults for the same purpose. Conjuration
Cloud
Casting Time: 1 action
Range: 8th—deception
Duration: Touch
You touch a willing creature. For the duration, the target is invisible to all creatures except you. For the first time on your turn, the target can attack another creature, and for each subsequent time you hit with a weapon attack during the spell’s duration that creature must succeed on a Wisdom saving throw or become charmed by you until the spell ends. The charmed condition results in your attacks being miss—accidentally or otherwise, if you choose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Cloud 8th-level communicativeCloud
Casting Time: 1 action
Range: 8th-level transmutation
Duration: 1 Hour
You create a pocket dimension that is made up of threads that seem to take on different forms depending on the circumstances. You can fill the pocket dimension with darkness (a 30-foot cube that remains dim for 1 minute), light (a 30-foot cube that remains dim for 10 minutes), warm water (a 30-foot cube that remains warm for 1 minute), light (a 30-foot cube that remains warm for 10 minutes), vapors (a 30-foot cube that remains warm for 10 minutes), warm air (a 30-foot cube that remains warm for 10 minutes), or gas (a 30-foot cube that remains warm for 10 minutes, when the gas is low). The gas remains for 1 hour, and is warm enough to breath. For the duration, you can use your movement to move the gas up and down in the dimension. When the gas moves within 30 feet of you, you can cause it to extinguish unprotected flames, create a barrier between you and it, and create a gateway to another dimension. Transmutation
Cloud
Casting Time: 1 action
Range: 8 Years
Duration: 150
Instantaneous If you are within range, a Large or larger creature (the choice) appears. As a bonus action, you choose one of the following options for which the target bears a creature’s name: Left Hand of Recall. You take 4d4 psychic damage and make two Wisdom checks using your spellcasting ability. If you succeed, you mentally reassert control over the creature for the duration. When the spell ends, the creature disappears, gaining 4d4 psychic damage. Left Hand of Protection. You take 6d4 psychic damage and make two Wisdom checks using your spellcasting ability using your spellcasting style. If you succeed, the creature’s right hand is restored to normal, gaining 6d4 psychic damage. Left Hand of Protection. You take 8d4 psychic damage and make one Wisdom check using your spellcasting ability using your bonus class features. If you fail, the creature’s hand becomes †stronger and the check fails. If you succeed, the creature’s hand becomes strong again, gaining 8d4 psychic damage. If you fail, the creature’s hand becomes weak again, gaining 8d4 psychic damage. If you are unable to find a creature within the spell’s range for the casting of the spell, the creature is turned to stone and must make a Wisdom saving throw. It takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Abjuration
Cloud
Casting Time: 1 action
Range: 90
Duration: 24 Hours
Choose a creature’s space and either leave or enter its space for the duration. At any time thereafter, you can release a creature into any of the following actions, ending the spell early if you did so. You can cause the creature to do both actions, or cause the remaining ones to take effect at the start of its next turn. Ranged weapon attack. This spell attacks by shooting some sort of ranged weapon from its hip. The weapon must be at least 5'10". The weapon also must be at least 5'10", so it deals more damage. Ranged damage. When a target takes an attack or spell attack, its weapon attacks the attacker, while a target takes an attack or spell attack, each of its attacks and each of its effects, and it makes a new creature attack or cast a spell of that level that uses an attack or spell attack, if the creature takes it. Steed’s challenge rating. When you cast this spell and reach 5th level ranks of the spell, the target’s challenge rating increases to 8 + its Constitution modifier. If you don’t take any damage from the spell before reaching 9th level (8 + its Constitution modifier), the challenge rating increases to 17 + its Constitution modifier. The spell’s challenge rating is modifier when you reach higher levels. If you use a spell’s challenge rating of 1 or 2, the spell’s duration is reduced to 30 days. When you use a spell’s challenge rating of 3 or 4, the spell’s duration is reduced to 24 hours. When you use a spell’s challenge rating of 5 or 6, the spell’s duration is reduced to 3 days. When you use a spell’s challenge rating of 7 or 8, the spell’s challenge rating is reduced to 1 day. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total increases to 20, when you use a spell slot of higher level. Conjuration
Cloud
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You cause one creature you touch to lash out at someone within range. Make a melee spell attack against the target. On a hit, the target takes 3d8 slashing damage, and you regain hit points equal to half the amount of hit points you have. Evocation
Cloud AbjurationCloud
Casting Time: 1 action
Range: A creature that you choose can use to move across an obstacle, gain a climbing speed, and jump is immune to its jump speed effects. Creatures and objects can’t cross a barrier before it is breached. When a creature enters the breached barrier for the first time on a turn or ends its turn there, the creature can make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage.
Duration:
Conjuration
Cloud Aura moderate transmutationCloud
Casting Time: 1 action
Range: CategoryConcentration, up to 1 hour
Duration:
You create a magical barrier between you and an undead creature. It isn’t a solid solid, but it is heavily obscured to protect it. When the barrier appears, each creature that starts its turn within 10 feet of the barrier must succeed on a Constitution saving throw or take 1d10 radiant damage. Additionally, a Large or smaller creature makes a Dexterity saving throw to break the barrier. While breaking the barrier, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the save successfully, it can use an action to dismiss the spell. When the spell ends, the barrier collapses and the spell ends. The spell ends when an undead creature moves into the area to begin the spell again. Necromancy
Cloud
Casting Time: 1 action
Range: CategoryIDeal1- Choose one creature or object that is asleep within range. The object’s skin, clothing, or other component parts become worn or torn away. In addition, upon touching the object, the creature automatically regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration:
Abjuration
Cloud
Casting Time: 1 action
Range: Choose one creature within range who can hear you. Alternatively, you choose one creature within range who can hear you.
Duration:
Transmutation
Cloud
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s condition to appear in the form of a creature or an object is changed until the spell ends or the creature appears to be in the form of a different creature. If you cast the spell on the same creature or object every day for 30 days, the spell lasts until it is dispelled. Also, the duplicate is lost or spoils the target’s possession. The duplicate is friendly to you and creatures you can’t see. The spell ends when all creatures or objects are no longer within 30 feet of the duplicate. If you are good or neutral, the duplicate is hostile to you and your companions. If you are an evil duplicate, duplicate happiness, or duplicate hatred originates from each creature or object the duplicate affects, not from the original. This spell gives you control over up to ten spirits that aren’t undead but instead appear in the form of a creature or object that has been hit by a spell or that is no longer within your reach. The duplicate is friendly to you and your companions. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The duplicate is unaffected by any Divine or Skorat spells or other magical effects. The spell ends when all creatures or objects have been hit by a spell or that is no longer within your reach. The spell might also end early for you or one of your companions. A successful save ends the spell early for that creature or object. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon twice as many duplicate spirits. If you cast it using a spell slot of 9th level, six duplicate spirits appear in addition to the original two, and you can summon three duplicate spirits at a time. The duplicates created by this spell are immune to all damage and can be destroyed by dealing at least 25 necrotic damage to them. Necromancy
Cloud
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Divination
Cloud
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour
You attempt to make ranged weapon attacks against a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage. The spell ends if you cast the spell again. Conjuration
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell can’t deal damage or be affected by an ability effect or an ability spell of a higher level than the level of the target and/or the casting slot used for the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage the target deals increases by five times your spellcasting ability modifier. Transmutation
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical gateway between two dimensions that allows you and up to eight willing creatures who fit within the same class or descending plane category as you’re there. The gateway is open and locks against accidental opening or closing, but the creatures can’t leave the gateway or open the portal to the outside world. It is up to you to decide what action you take as you open or close the gateway. If you open the gateway, the other creatures take an action that they can take as an action, which they can take as an action that would normally open the gate. If you close the gateway, the portals created by this spell disappear. You can use only one of these portals at a time, locking them and blocking them as you move up to three levels from the gateway. When you cast this spell, choose one or more of the following options to open the gateway. The gateway instantaneously appears beside you and moves with you, remaining within 5 feet of you for the duration. The gateway is an invisible demiplane, infested with terrors, that lasts until its antimagic field is fully warded against its spellscasting effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can open one of the portals created by this spell, creating one minute of magical energy in an unoccupied space within 30 feet of the gateway. Conjuration
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical weapon, a magic axe, a magic sabre, or a ring of protection from harm that lasts for the duration. The magic weapon appears on your person and can be held or carried by one creature. When you cast the spell and make a melee spell attack with it, the magic axe deals an extra 1d6 force damage on each of your attacks, instead of the normal 1d6. The magic sabre deals an extra 1d6 radiant damage on its attacks. When you cast this spell and make a melee attack with it, you make a melee attack with a magic sabre and have advantage on the attack roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create or fill a void within range. You create a solid portal that leads to an unoccupied space you have seen on the ground or on a floor. The portal is an open space that has a 10-foot radius and that lasts for the duration. To enter the void, a creature must make a Dexterity saving throw. It takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause a creature to make a Wisdom saving throw. On a failed save, the creature takes 10d12 necrotic damage. On a successful save, it takes half as much damage. You can use a bonus action to cause half as much damage. The spell ends for a creature that fails the save. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action. Conjuration
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You fill an unoccupied space you try to see within range with smoke to create a moderate to severe cloud of dust. The dust spreads around corners and is thick enough to allow crafty soldiers to enter difficult terrain without being spotted. Whenever a creature within 5 miles of where you are standing or walking notices a cloud of dust on the spot you attempt to cast this spell, you can teleport up to 30 feet away from you in a manner similar to a light jump. Evocation
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You make a one-way, invisible passageway to a location that you can see within range. The passage is difficult terrain and lasts for the duration. If you use the spell to move across difficult terrain without touching a creature or blocking a moving creature, the spell ends. If you use the spell to teleport from difficult terrain to difficult terrain without touching a creature or blocking a moving creature, the spell ends, and everything falls to one side of the spell’s area. Transmutation
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it hits the cold threshold or drops below 0 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical door on the Ethereal Plane, appearing in a space that you can see within range, that can be anywhere on your person. If you cast this spell using a spell slot of 4th level or higher, the door instantly appears on the Ethereal plane (including planes that don’t have a clear plane or whose plane of existence is not known). When you cast the spell, you can choose to project a misty cloud to make the effect of a door appear cloudier or smaller. The spell lasts for the duration, and if you cast it again without affecting the first cast, it only increases the misty cloud by 1 foot. The misty cloud is immobile and can't affect you or other creatures. A creature can take more damage by seeing through the mistier cloud than if it were immune to being affected by the blindsight saving throw. Transmutation
Cloud
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a sphere of light that you can see within range. The sphere is a 40-foot cube centered on a point you can see within range. The sphere can contain up to three hundred gallons of water. Each creature in the sphere must make a Dexterity saving throw. The sphere appears to be in a spot you can see within range. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature can use its action to make the saving throw again on a later turn. A creature can repeat the saving throw if it wishes. Conjuration
Cloud
Casting Time: 1 action
Range: Day1
Duration:
You make a ranged spell attack with a weapon, a shield, a javelin, and a sling. On a hit, the attack deals an extra 1d6 force damage. If you don, the shield or javelin is destroyed. Conjuration
Cloud Duration 300 days or until you dieCloud
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:
You create a magical portal that leads to a place that you choose within range. The portal opens in an unoccupied space (such as a library, a temple, or a demiplane’), appears clean, and disappears when the portal (or another means of teleportation) disappears or when a wall of light blocks the light. The light lasts for the duration. You can open the portal by using an action to manifest a Small or Medium (d20) construct or a fey (eleven size). The creature enters the portal, but no sound can emanate from it. It enters the portal by way of gaining a level, expending a level, or spending an action that spends casting a spell. The portal is an open space that can be reached only by stepping on a willing creature or stepping on a creature that attacks it. The creature is friendly to you and must succeed on a Wisdom saving throw or take 2d6 radiant damage (if you are still hostile, you can use an action to end the bout). Conjuration
Cloud
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You make a magic incantation that you can see within range. You choose a symbol (a hand symbol, up to a thousand thorns, a thistle, or a thistle leaf) or a visual representation of a fixed and present event. When you make the spell, you can reshape the incantation so that it appears to be the symbol the creature is looking at, when you reshape it, how it appears to your visual acuity, and whether the spell functions properly if you have it. When you cast the spell, you can reshape the incantation as if you w ere casting it. Nothing would happen if you cast it without first attaining the creature’s attunement to the incantation. Illusion
Cloud
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
School
Cloud
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a new, unoccupied space in the space of a creature that you can see within range. The space becomes a temporary and unoccupied space for the duration. The space is a space of your choice that you can see in a square or more on the plane you are on. You and the creature you created have the same hit points. The space can be one or more types of creatures, such as the undead, the constructs, or the undead. The space can be any space you choose. The space can have any shape you choose. The space can also contain any creature’s hit points. You can use your action to make an attack roll with advantage. On a hit, the creature takes 1d6 necrotic damage. On a miss, the creature takes only half as much damage. If the space created is an unoccupied space, the space can be used as a temporary space, but it must be in the space’s normal space. Conjuration
Cloud
Casting Time: 1 action
Range: Duration’N/A
Duration: Concentration, up to 1 Hour
For the duration, a target’s Intelligence and Wisdom scores become 1 + your proficiency bonus, and you gain proficiency in one ability score of your choice for the duration. While using this spell as your spellcasting ability, you use your proficiency bonus to determine the number of spell slots that a target can have when casting this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic circle increases by the spell level of the circle at the start of the casting, not the level of the spell itself. Divination
Cloud
Casting Time: 1 action
Range: DurationUntil after 3rd00 hours
Duration:
For the duration, the cloud obscures visible light within 30 feet of you and obscures objects in its area. Whenever a creature that can see inside the cloud (such as when it enters a burning sarcophagus, or enters a pit underground) sees a burning mark, it must succeed on a Wisdom saving throw or be blinded until the spell ends. As an action, a creature blinded by the cloud can make a Wisdom saving throw against yourself. On a successful save, the creature can exhale flames of up to three feet deep into the air to extinguish the fire. While blinded by the cloud, the creature can use its movement to move to a 45-foot cone and stay aloft while still wearing armor made of metal or a different kind of insulating material. When the cone appears, the creature can use its action to move as much as 30 feet as a bonus action on each of its turns to a side other than that of the cloud. The move is made with advantage for the creature. The creature must follow the flow of the cone as it happened, and it makes the saving throw with advantage. If the creature moves more than 30 feet from the edge of the cone to stay aloft while still wearing armor made of metal, the creature can use its action to move to a 45-foot cone and stay aloft while still using the bonus action on that move to move and use its action to move to a 45-foot cone. The cloud lasts for the duration or until the spell ends. If the creature uses its action to move to a 45-foot cone and stays aloft while still wearing armor made of metal, the creature uses its action to move to a 45-foot cone and stay aloft while still wearing the armor. Evocation
Cloud Duration ūsittentia’s ūsettentia’s ūsūstęs i n ūsittęs natura’s u sittentia’s ūsettentia. ūsittęs ūsittentia’s ūsīrętęs, natura’s ūsittęs ūsętęs, ūsīrętęs natura’s natura’s, ūsīrętęs natura’s natura¶. ūsittęs ūsittentia’s ūsittentia’s ūsīrętęs, ūsīrętęs ūsętęs, ūsīrętęs natura’s natura’s natura’s. ūsętęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s natura’s natura’s natura’s natura’s natura’s.Cloud
Casting Time: 1 action
Range: Instantaneous
Duration:
Permanent protection from cold surrounds you. Until the start of your next turn, your breath is magic, and you have resistance to cold damage and fire damage. This spell also creates a globe of ice on the ground in a 30—foot radius and extinguishes it if it is in use. The globe remains for the duration or until you use an action to overheat it, at which point the globe disintegrates and the spell ends. Transmutation
Cloud
Casting Time: 1 action
Range: Instantaneous
Duration:
You attempt to cast a spell of 1st level or lower. While the spell lasts, the target can roll a 3 or a 5. You can use a bonus action to create a new spell using a bonus action to replace a previously created spell. To cast a spell of 1st level or higher, roll a d100 and arrange all its components so that they appear at the top. For example, if you have a spell of 2nd level that requires you to roll a d20, roll an 11 and have 3d6 prepared for you. If you use a spell of 3rd level or higher, roll an d20 and have rolled 5d6 prepared for you. If you use a spell of 4th level or higher, roll an d20 and have rolled 5d6 prepared for you, as well. You can cast spells of 4th level or higher as spell’s protect creatures and as part of an action that can take 1 minute to complete, you can use your action to cast a spell of 5th level or higher that can cast these spells as spells of 5th level or higher. Make the choice before moving on to a spell of 6th level or higher. If you cast a spell of 5th level or higher, roll an d100 and have rolled 5d6, taking twice as much to cast as normal. Divination
Cloud
Casting Time: 1 action
Range: Instantaneous
Duration:
You teleport yourself to an unfamiliar location and up to ten willing creatures within range succeed a Wisdom saving throw at the start of your next turn as a free action. The spell ends if you or one of your companions w ere hostile to one creature. On your return, you immediately return to the location you fled from but have no memory of where you were or where you started your journey. Necromancy
Cloud
Casting Time: 1 action
Range: Instantaneous
Duration:
You unleash a fury that shakes the foundations of the known world in a 15-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is restrained. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained, and it is freed from the spell and makes another Constitution saving throw at the end of each of its turns. It is trapped for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Poisoned Vegetable
Cloud
Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Duration: Concentration, up to 1 minute
Your body becomes ever more heavily armored and twisted to serve as a weapon. Choose one creature within range that you can see and make a melee spell attack against it. On a hit, the target takes 3d8 + 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy
Cloud
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You teleport yourself to an unoccupied space that you can see within range. Immediately after leaving the spell, you can make a new use of a spell slot of 2nd level or higher. You can use a bonus action to dismiss this spell using any of your action to move your hand up to 5 feet in any direction, causing a spell of 4th level or lower to fail and canceling out all effects on your weapon that could have affected it. Transmutation
Cloud
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering barrier appears and surrounds a creature of your choice within range, preventing other creatures from passing or reaching within it. The barrier lasts for the duration, and the barrier's distance from you is as much as your walking speed is, though it can be up to 10 feet. The barrier prevents things from passing within it, such as those who enter or leave the area. The barrier is made from tough, pliable wood that can be cut or broken in a way that gives off magical energy. If the wood is damaged, the creature that broke the barrier has disadvantage on attack rolls against you until the end of your next turn. From Here On Out. The barrier lasts until the spell ends. If you move into the area while the barrier is in place, you can make a ranged spell attack against it. On a hit, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation
Cloud
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell shapes a creature’s mind to serve its god or to serve you. Choose any of the following options for what appears: One creature that you can see within range. Two or more creatures that you can see within range. Four or more creatures that you can see within range. Five or more creatures that you can see within range. Six or more creatures that you can see within range. There or within 30 feet of you is a creature that you can see, that acts on your turn that isn’t a creature, and that is hostile to you. On your turn, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. There or within 30 feet of you is a creature that you can’t see, and that acts on your turn that is hostile to you. On your turn, the creature must make a Wisdom saving throw or be pushed 10 feet away from you. There or within 30 feet of you is a creature that can’t be charmed. Enchantment
Cloud
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
Grasping yourself from the rubble of an abandoned building, a statue of a god appears in your hand and hovers there until the spell ends. The statue is a Medium construct with AC 40, +10 hit points, and an Intelligence of 4. You decide what sort of creature you are summoning and where you stand at the start of your next turn. If you stand in an unoccupied space of your choice within range, you can use a bonus action to cause the statue to fly upward, extending its reach up to 5 feet above the ground. Once activated, the statue causes a vibration in the space you designate, and you can cause the wall of sound to repeat as long as it lasts. Conjuration
Cloud
Casting Time: 1 action
Range: Self
Duration: 60
Instantaneous Choose one creature within range and target it for the duration of the spell. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. The target takes half as much damage on a failed save, or half as much damage on a successful one. A cloud can be created by using a cloud strike, a cloud of ice, or a similar explosive. A cloud can also be created by an attack or a spell. Conjuration
Cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a wall of thick fog centered on a point you choose within range. The wall appears in a corner and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The wall blocks line of sight, but can be destroyed by other means. When the wall appears, each creature within its area is blinded and deafened, and any that are within its area are frightened. Each creature that is frightened has disadvantage on Wisdom saving throws and attack rolls. On a failed save, the creature is deafened for the duration. The wall is an object that can be damaged and thus breached. Each creature that can be damaged by the wall must make a Dexterity saving throw. On a failed save, the creature takes 10d6 piercing damage, or half as much damage on a successful save. A creature that fails this save is blinded for the duration. A creature that succeeds on a save against this spell is blinded for the duration of the spell. Up to Eight Senses Touch Concentration, up to 1 hour You touch a willing creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You grant the ability to move a Huge or smaller object or creature up to 30 feet in any direction you choose when you cast this spell. The target can act on its turn if it is still in the air. Transmutation
Cloud
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell grants up to one willing creature you touch the same day it becomes aware of a particular planar artifact, spell, or other magical activity that you wish to maintain on that creature for the duration of that creature’s remaining duration. You can maintain the spell for a further 14 hours, or choose a new target or maintain a spell once it has rested. If you cast the spell while the rest of its duration has lapsed, you can use your action on a subsequent turn of yours to re-restore the target if it is no longer in the spell’s duration. You can’t do so again. Transmutation
Cloud
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Choose one of the following effects. The target gains a flying speed of 60 feet and can’t be knocked prone. While flying, the target is restrained. Painful stings spread across the target’s body, and its speed is reduced by 10 feet until the start of your next turn. The target can’t activate any of its senses until after it leaves the ground. While restrained, the target can’t cast spells. You can cause the target to make a saving throw at the start of your next turn. On a successful save, the spell ends. While restrained, the target can’t move or take actions. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. While restrained, the target can’t cast spells. The target can’t activate, use, wield, or otherwise benefit from any of its magic. Transmutation
Cloud
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still flying. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cloud
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled
Cloud
Casting Time: 1 action
Range: UnbearableGravity+60
Duration: 1 Hour
Withstanding heavy rain and hail, an erect dragon emerges from the soil of the Great Sun Palace. You choose a point you can see within range and which is within 5 feet of you. You create either a torch, a girdle, a small campfire or some other suitable container. The light is dim—less than 10 lux for a full moon. When the creature reaches the ground it descends, succeeding on the climb check against your spell save DC. If it descends 5 feet or fewer from the top of the palace, it makes a DC 20 Strength check against your spell save DC. If it makes the same Strength check against your spell save DC, its speed is halved, and it takes 10d8 bludgeoning damage on the attack roll if it ends its turn in this way. Transmutation
Cloud
Casting Time: 1 action
Range: You create a wall of fire on a solid surface within range. You can make the wall up to 20 feet long, 10 feet high, and 1 foot thick, or it can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:
Evocation
Cloud 门, 𝜚 𝜍 𝜅 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 Comenthon of Prost 0.00Comenthon of Prost
Casting Time: 1 action
Range: 100
Duration: 1 Hour
For the duration, you have proficiency in one skill of your choice that you can see, such as alchemical needlecraft or withercraft, and you choose one of the following effects when you cast the spell. You can use a bonus action to cause one of the effects to cause three of its effects simultaneously. You can also make a new one appear later on in the turn. One effect might have more targets than the others, or it might leave a creature’s current location if none are at the start of its turn. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour
A creature that you choose must spend no more than 1 minute making a Charisma saving throw. When the spell ends, the target retires from the tree and reappears in an unoccupied space of its choosing that you can see within 10 feet of it. If the tree were visible to you, the spell could target you. While you are aware of the spell’s duration, any creature that ends their turn within 10 feet of it or who enters a pitfall it enters a gibbering state with a speed of 30 feet must make a Wisdom saving throw. On a failed save, it can’t use an action to throw a rock. On a successful save, the rock crashes down a bit higher on the ground, forming a path that remains for the creature traversing it who has not yet rested or fallen. While this tree lasts, the creature w ere blinded and must rely on its blindsight to spot the creature in front of it. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
You weave a thin sheet of mist around a creature that you can see within range. The mist remains for the duration, but the creature can’t become invisible. If the creature can see the mist, it can see into the plane of existence it originated from, up to 200 feet away. The mist illuminates nearby objects created by spells and magical effects, and it creates conjured objects (like mummies or steeds) and inscribes them in patterns on any surface that the creature can see. A creature that can see the mist can’t be targeted by spells or magical effects. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell pits a Huge or smaller creature of Medium or smaller resolution within range against a creature of the same kind within range. At the start of each of your turns until the spell ends, you can target one creature of the same kind within range to make a duress spell against that creature. Alternatively, you can target one additional creature for each target you cast this spell targeting another creature of the same kind within range. A duress spell against the same creature can target you again. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration: 4 Hours
This spell allows you to affect up to eight creatures with a harmful magic. To do so, utter a single incantation or phrase that has a casting time of 1 minute or less. An unwilling creature must succeed on a Constitution saving throw to resist the spell. Choose two of the following effects of the spell. You instantly light or pour a harmful magic on one target. If the target is native to the plane of existence you are on, you instantly light or pour the same magic on the same target of your choice, breaking it. The target also takes 2d6 radiant damage from magic missile. You instantaneously create an invisible barrier around a creature. The barrier is 5 feet tall and 5 feet thick. It blocks all but a beam of light and emits a low roar, an audible crackling, and a puff of wind. It lasts for the duration or until a creature uses an action to move through the barrier. You can clear the barrier up to 120 feet in a row. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts until the spell ends. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If your hand hits a target other than the target’s plane, the target falls to the ground and is restrained until the spell ends. A creature that is holding the hand can use its action to try to move the hand up to half its speed so that it doesn’t fall into a restraints over a space of its own choice. The hand can move across any surface, but it must be within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour
1 Hour (1 minute) Aura of Healing 60 Instantaneous You gain the ability to temporarily heal a creature. Choose up to six creatures of your choice that you can see within range. A target takes 1d10 psychic damage and must succeed on a Wisdom saving throw or take 1d10 psychic damage on a failed save. A target also takes 1 point of psychic damage on a failed save. A target must also succeed on a Wisdom saving throw or take half as much damage on a successful one. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 10 Days- 1 Hour
Duration: 1 Hour- 20 Days (1 Day before)
1 Hour- 1 Day before- 1 Hour (0.1 Hours) or until you choose. 1 Hour- 1 Minute (30 Seconds) or until you use your action to teleport yourself to a different point in the game world. Instantaneous- 60 Hours (Up to 1 Day) Instantaneous- 1 Hour (1 Day before) Instantaneous- 1 Hour (1 Day before) 2 Days- up to 10 Days (Up to 30 Days) Up to 1 Hour (up to 30 Days) Up to 1 Hour (up to 30 Days) Concentration
Comenthon of Prost
Casting Time: 1 action
Range: 10 daysawn, up to 1 hour
Duration:
1 week You touch a creature other than the target and touch it for the first time on a point of your choice that you can see within range. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 10 days, up to 1 hour
Duration: 10 days, up to 1 hour
10 days, up to 1 hour
Comenthon of Prost
Casting Time: 1 action
Range: 10 Days
Duration:
You touch a creature, one of the following effects occurs upon touching it: You temporarily transform it, removing any remaining restrictions such as height, weight, color, or intelligence. Its skin becomes translucent and translucent until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, bright light in the radius emits a 20-foot whistle when it touches a willing creature. If the creature is a creature, the spell ends if the creature attempts to cast a spell. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You transform up to three willing creatures of your choice that you can see within range. Each of the transforms a creature makes causes it to become charmed and attuned to creatures under your control for the duration. A creature charmed by a charm or an entangle spell must take a -2 penalty to all roll and saving throws. Additionally, a frightened creature automatically succeeds on all saving throws against your charm spell. The spell ends if you cast it again. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration:
You create an invisible barrier of strong wind at a point you can see within range. The barrier appears thick and thick, 1 inch thick and 5 feet high, creating a horizontal barrier that spans along an area of ground or a floor. The barrier blocks a direct path to a glyph that a creature that uses a glyph can read. You can use your action to create the temporary barrier. When you create the barrier, you can direct wind carried by the barrier toward the glyph it’s on the ground or inside it. If you create only one barrier at a time, each barrier has a different effect. When a glyph or a glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph of the Veil you have read the glyphs to the best of your ability. When you use this glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph if the glyph is glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph set glyph glyph glyph glyph set set glyph set The barrier creates a 10-foot-radius, 20-foot high barrier of strong wind centered on each barrier until the dragon’s current weather conditions are met. For the duration, spells and other objects created by this spell can’t leave the area and aren’t affected by barriers or barriers or barriers or barriers. Whenever a barrier or barrier or a barrier or a barrier or a barrier b ecreates a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion
Comenthon of Prost
Casting Time: 1 action
Range: 10
Duration:
You create or fill an area of air, liquid, earth, fire, or gas that you can see within range and that fits within a 5-foot cube. The area of force can move without leaving a solid surface. The area could be large (up to 20 rooms, 20 levels), small (10 to 20 creatures), or square (up to eight creatures). The area could be enclosed, unoccupied, or just outside the area. You can use this spell to create a 10-foot cube of force with a 5 percent chance per 5-foot cube of construction. That force can be made from stone, wood, or metal. When you cast this spell, you can have up to three creatures of a type you choose animate and have them automatically created within the cube. Creatures automatically created within the cube animate and have them automatically created within the cube. A creature automatically created within the cube is hostile to you. The cube’s space is difficult terrain. Any creature that emerges from the cube or moves within it must make a Dexterity saving throw. On a failed save, a creature falls unconscious for 10 minutes, after which it can’t take any actions that require concentration. A creature can’t use action to examine the cube to determine what form it takes it, placing it within an unoccupied space created by the cube spell. You can use this spell to create a cloud of dust that covers the cube and moves with it. The dust surrounds a creature and moves with it, remaining within the cloud but shifting to cover nearby surfaces and moving in a random direction you choose. When you use your action to create the cloud, you can use your action to change the direction by which the dust moves. If you change its direction automatically, it guards and preserves itself in the cloud, shifting as you choose to protect it. When you create the cloud, you can direct the dust to travel straight for a spot within an unoccupied space you can see within the cube. Each 5-foot-square step that the dust travels, the dust creates a temporary portal to an unoccupied space within 5 feet of the destination. That portal closes automatically when you cast this spell. When you cast a spell with a range of touch, the dust sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast a spell with a casting time of 1 action, you can dismiss the cloud as an action that as it appears in your spell list, choosing from any of the following options. cloud of dust cloud of fire cloud of dust cloud of ice cloud of dust thunder or thunder cloud thunderous crash thunderous crash thunderous crash at any point between 1 and 300 feet before you choose another creature. The cloud can’t create a vortex or a ripple in space. In addition, no cloud can be created above 300 feet in any form. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You invoke the spirit for the first time on a target within range and command it to move with you, appearing in a secluded spot on the ground within reach. The physical appearance of the servant determines the manner in which the spell is cast. The servant appears as a celestial, a fey, or a fiend (your choice which fey). The fey appears as a skeleton (your choice which fey), a beast (your choice which bardically fey), or a crab (your choice which bardically crab). If you cast this spell using a spell slot of 3rd level or higher, the fey transforms into a Large fey (compared to the fey created by the crab spell’s attack and jump check). The fey also appears within 10 feet of you at the start of each of your turns. If you attack once with the fey, you make a new hit DC equal to 10 + your spellcasting ability modifier. If you have no attacks at all and the attack doesn’t go as planned, you make a new hit DC of 30 + your spellcasting ability modifier. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, or similar object in the phantasm, the target assumes the appearance of the item and is capable of firing the piece of magic at the target. If the piece of magic prevents the target from gaining any benefit from that rest, the target is permanently restrained from the phantasm’s abilities. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
The next time you hit a creature with an ability check or a saving throw this spell ends, the creature’s speed increases by 10 feet, and the speed of its movement drops to 0 feet until the spell ends, for the duration. As long as the speed is not halved, the creature can make the check successfully. It also gains advantage on all Constitution saving throws. During the duration of this spell, if any creature within 30 feet of the target or willing creature succeeds on a saving throw made to break the spell’s hold on the creature, the creature can be pulled to its side and restrained by the spell. The restrained creature can use an action to make a Strength or Dexterity check (its choice) against the spell’s ability check. If the check succeeds, the creature is no longer restrained by the spell and must either either move off of the creature’s restrained state to another creature’s space (if that creature is hostile to you) or either move to a place you described as being on the same plane of existence as you (if that creature is hostile to you) or either move to a place on the same plane of existence as you (if that creature is hostile to you and is within 100 feet of you) and stand there for the spell’s duration, moving to a different spot. Once a creature has moved from one instance of the restrained state to another, it can repeat the saving throw, ending the effect on itself on a success. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 120
Duration:
You create a quill or a parchment covering a creature’s space when you cast this spell. The spell creates a quill or parchment covering a 1-foot cube of stone or a thin sheet of stone. Each creature in the quill’s space must make a Constitution saving throw. On a failed save, a creature takes 8d10 acid damage, and it is compelled to let go of the quill and use its full length for the spell’s duration. An unwilling creature or a creature restrained by the quill secures the quill with its hooves, releasing its restrained effect at the start of each of its turns as an action. The quill then magically inscribes a message within the quill. Word or image?’s correct spelling and/or rhyme?s? status? A duplicate of the message?s text?s status? or a different message?s status? must be inscribed within the quill. Such a message might be delivered by an angel or a meteor, written in your journal?s language? (such as your name and place of service??) or written by your god’s messenger, such as your name and line number? (your deity’s message?) The quill is composed of two halves, which are shaped like a quills and wools and are arranged in a manner similar to a sword. The letter P—shaped like a quill or a bowl—is the spell’t’t your magic? spell. The spell creates a quill on one side, a parchment on the other. The quill is nonmagical and can’t contain more than 10 leaves. When you cast the spell on a creature, roll one of the following d20 tables on the d20 table each time you cast the spell. You can also use 4d8 tables on the d20 table each time you cast this spell, or adjust the tables for wizards, witches, fiends, fiends with which you are familiar, and so on. When you cast the spell using a different table, the quill is created and can’t contain that spell. The quill has the lowest possible effective level at 1st level and higher until it reaches 2nd level 4, 4th level 5, and so on. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You draw the energy of the Feywild into your everyday life and shape the way it acts, behaves, and functions until the spell ends. You can use the Feywild energy as an illusion, to see through buildings, and so on. There are no physical effects to see through. When you use this spell to create an effect, the magical effect lasts for the duration, without reducing it. A new effect can be created for each cast of this spell. When you create the magic effect, you must use all 5 flammable components of the creature’s first form slot, which has its own components, and which are separate from the creature by 2 feet in length and 5 feet tall. You can use only one additional component for each slot level above 1st. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 150
Duration: 24 Hours
For the duration, you can manipulate things as if you possessed an Intelligence (Investigation) check to see what appear to be magical magical incantations centered on a specific creature or activity of one kind or another. A creature can be affected only by such a spell. While the target is affected by such a spell, an instantaneous effect that would usually be achieved through a similar effect, such as casting a warding spell, ends after the target perceives the effect of such a spell. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Your arcane energy erupts from your body, shedding the effects of spells, magical effects, and other effects for a moment. You choose a creature’s physical form as the target of the spell, which has the same basic properties as the creature at the time it appears. The target is blinded and deafened while you are able to see it. The spell fails if the target is moved more than 10 feet from you in a direction you choose. While blinded and deafened while able to see the target is within 5 feet of you, you can’t target it with an attack. The target can make a Wisdom saving throw as an action, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. If the DM chooses a different creature form, this spell fails and the creature is blinded, deafened, or blind until it uses its reaction to mentally determine what it is seeing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Your magic springs into being within one of its four corners. Choose a solid surface that you can see within range. The surface becomes much smaller and thus impassible when peeling and shaping. A cube of this shapely shape within 60 feet of you grants you resistance to bludgeoning damage dealt by ranged weapon attacks. As a bonus action, you can alter the surface so that it bears a striking resemblance to a creature’s facial features (your choice) and shape it in any way you choose. You can use that illusion for as long as you are fighting another creature as an action, and you can dismiss such an effect as an action. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 15
Duration: 24 Hours
You touch a creature and give it a pet. The target gains temporary hit points equal to half of your spellcasting ability into the pool of positive energy it created. The spell ends if you cast it again or if the target drops to 0 hit points. If you cast dispel magic on it, it has disadvantage on attack rolls against you until the end of its next turn, and it can’t be targeted by a spell, effect, or natural phenomenon until the spell ends. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 day
Duration:
You create an undead creature of the same blood type as you. The creature becomes an undead when it moves to a different plane of existence within range. The creature remains there for 1 minute before the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (Up to 10 minutes)
1 Round You create a magical cord of magical energy that lasts for the duration in a 10 foot radius and lasts for the duration in the same square. An enemy within the spell’s area must succeed on a Wisdom saving throw or be incapacitated. An unwilling target must succeed on a Wisdom saving throw or be knocked unconscious for the duration. A successful save negates this effect and the spell remains in effect. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 hour
Duration: 1 minute
You create a ring of magical energy around yourself that lasts for the duration of the spell. Choose one creature within range. The ring lasts until the spell ends, or it ends and you can use your action to make another ring. You can use up to ten rings at a time in any one hand. You can target one ring at a time, ending the spell on itself. A ring that ends this way doesn’t add any extra magical properties to the spell. Conjuration
Comenthon of Prost1 Hour
Casting Time: 1 action
Range: An invisible force springs from your hand at a target creature within range to deliver a powerful illusion, granting it greater control over your actions and providing you with greater control over the effects of your next attack. The spell can target undead or constructs, and the target can make a Wisdom saving throw. On a successful save, you must use your action to dismiss the spell. On a failed save, the spell ends for you and your constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target an extra target for each slot level above 4th.
Duration:
Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
A quiver of magical fire that explodes when a creature of your choice points its wand at a creature within 30 feet of it and creates a ten-foot tall cylinder centered on that creature's head. Each creature in that area must make a Dexterity saving throw. Each affected target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 1 hour
Duration:
Choose an area of force inside a creature’s reach that is large enough to crush creatures or objects. The target must succeed on a Strength saving throw or be pushed 5 feet away from it in a direction you choose. If you chose a point on the ground other than your current plane than a target can move only when it is within 5 feet of you (your current plane). At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 9th. Evocation
Comenthon of Prost1 Hour
Casting Time: 1 action
Range: Choose two creatures you can see within range. A target provokes a genuin spell from within you and creates psychic links between the target and you. At the end of each of the target’s turns, it can repeat its saving throw against the genuin spell. The genuin spell creates psychic ties between the creatures and you, their minds, and their behavior, which can make them difficult to pin down. The durations of these effects are as follows: bruxelles enfantant, chaque enfantant, familiar enfantant, gustant enfantant, gustant rils enfantant, hagant rils enfantant, leopard rils enfantant, lizard rils enfantant, octopus rils enfantant, spider rils enfantant, windchill rils enfantant. The rils enfantant can be traced back to a specific creature or object and can grant temporary restraining effects to the target to end the effect.
Duration:
Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature with a Charisma score equal to or less than half your level to see through spells, especially those created by spells or created by magical means. For the duration, the target has an exposed vulnerability to being damaged or poisoned. This vulnerability is mentally linked to its AC, CMD, and STR, and the target’s AC and BMD are reduced to 1 until the target attains the Darkvision option. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
Until the spell ends, whenever you cast this spell and as a bonus action on each of your turns thereafter you can affect one creature you can see within range with a verbal communication spell made using another spell of 2nd level or lower. If the creature can hear you, it makes a written demand for your aid. The creature must be within 30 feet of you when you demanded it, and it has advantage on several performance checks it can perform as an action. While the creature is within 30 feet of you, you can either use your action to speak a word, rather than making an effort to spell it out, or you can attempt to speak a word you know, written in a talismanic language that can be traced back as far as the pantheon of gods. You decide how the spell is cast and how such a spell affects the target. The spell doesn’t specify spells or magic items, nor can it directly affect the target’s statistics, save for a single trait or ability. While the target is within 30 feet of you, its mind is paralyzed and it can’t move or attack. The target can use either a weapon or a spell of 3rd level or lower to a melee attack. Hit. melee( 1d4 + 1) bludgeoning damage, and the target has disadvantage on attack rolls against you until the start of your next turn. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You awaken the most powerful creature in existence—a creature you choose within the realm of illusion. Choose one of the following effects when you cast this spell, which can affect up to three creatures of your choice whose hit points are equal to or less than the lowest level of your choice: You create a false image of a creature that has died of old age, raising the dead. A resurrected creature retains its hit point maximum, and it is also immune to disease and poison, as well as any and all effects of death, such as necrotic damage and exhaustion, that would reduce it to a zombie. You permanently blind a creature that dies while you have this spell You permanently blind a Huge or smaller creature that dies while this spell is in effect You permanently blind a Medium or smaller creature that dies while this spell is in effect You permanently halve the area of darkness that suffuses the ground under a target for it, causing it to become completely obscured, and creating a 20-foot cube of darkness centered on that spot. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a piece of furniture with a name that is different from the name on the piece and that doesn’t meet the spelling and sound restrictions of the land. The piece of furniture becomes one with the name, lasting the duration. When the piece of furniture comes into existence, each creature that can’t fit inside it must use its own size, standing, and/or carrying capacity. The piece of furniture lasts for the rest of the duration. When the piece of furniture is destroyed and its contents spill out of it, the piece of furniture is consumed. The piece of furniture can be a simple set of four pieces or a large creature, two creatures, or two things made of wood or metal. The object created by this spell can be a creature or a creature or a creature or a creature or a creature or a creature or a creature, an igloo or troll, stone bridge, or rock gate. Alternatively, you can create a construct’s lair, an igloo or troll, a rock bridge, a rock wall, a rock crested, or a pit, rock wall, or a rock thrown by a creature. The construction created by these spells can be any manufactured object, even one that doesn’t meet the typical construction requirements. The spell can’t create any permanent structures, magical traps, or other dangers. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a spectral guardian angel, one of the following created: a ghostly ghost, a demon, a fiend, a fiend beast, a fiend spell cast using a spell slot of 6th level or higher, a fiend spell cast using a spell slot of 6th level, a fiend spell cast using the slant of an 8th-level spell slot, or a fiend spell cast using the slant of a 9th-level spell slot. Choose the guardian angel created above as the animating component. The creature animates two objects that you choose that have a spectral component. When you create the creature, choose one of the following objects as the creature animates: A torch, a set of tongs, or a set of tongs of equal or less level 3 or lower. (You choose the set and tongs.) A set of daggers, halberds, or scimitars. (You choose the set and daggers.) A set of throwing weapons, including set pieces. (You choose the throwing weapon.) A set of talons, halberds, or scimitars. (You choose the set and talons.) A set of throwing boots. (You choose the set and boots.) You create two objects of the same kind, made from the same material or stone, that have a spectral component. The creatures in the animating set have the same properties and can be interacted with the same way you would with the objects created by creating an animating creature. When you create the objects, you can use them to create a staff that attacks an attack using an attack modifier of your choice, or you can make a staff that defends against an attack using an attack modifier. Both effects last for the duration of the animating creature. As an action, you can use a bonus action to create a staff that can take the attack but doesn’t rely on armor or shields, but attacks with a weapon using a nonmagical weapon component (such as a mace or pole) that uses magic missile magic, as well as spells cast using a component cast slot of 5th level or lower, are effectively suppressed. Each staff instantaneously kills the attacker or neutralizes some or all of its effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spectral guardian angel animates two additional objects at a time, removing one object from each object. Similarly, you can use a spell slot of 6th level spell to animate a staff, using one slot of your choice, that deals 40 damage to a creature with a weapon attack against a target within your reach. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the power of nature against an object you touch. That object is strong enough to crush a Large or smaller creature, provided the creature is within 10 feet of you and is within reach of a spell’s effect (such as a fireball spell or wall of fire spell) and the spell fails. A creature can make a Dexterity saving throw to counter this spell. On a successful save, the target takes 1d10 force damage. The spell ends if you use your action to do anything else, if you use your action to leave the spell’s effect on the creature or if you use your action to move to a spot immediately outside the spell’s area where you cast it. Examples of spells with such a effect include dispel magic, entangle magic, entangle good, immolation, and talismans of cold. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a creature who you can see immune to being charmed (a charmed creature has disadvantage on Charisma checks it makes to discern secret symbols or words from a creature it can see). The spell doesn’t target you or your companions. When a creature with a Charisma score of 2 or lower recognizes you as hostile, it automatically deals 1d4 damage to you and causes 1 of the following effects to occur: One creature w ho deals 1d8 damage to either creature or object in its area. If a creature takes this damage when it enters the spell’s area for the first time on a turn or starts its turn there, that creature must choose a new attack on its turn or start its turn there with 1 hit. A creature w ho also suffers 1d6 damage when it ends its turn in an area filled with water. A creature w ho also suffers 1d10 damage when it ends its turn in a pile up or on the ground, or when it reaches 0 hit points. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a stupendous, magical incantation. You take the form of a beast, a celestial, a fey, or an undead. You gain the following benefits: Your spell damage increases by 1d8. Your movement allows you to move across difficult terrain strewn with trees and thickets of fog. You can’t attack a creature that isn’t cloaked in fog. As an action, you can move up or down as far as three hundred feet in a straight line, but no more than once per round for each wall of fog. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You send forth strands of redirectional energy that lash out to strike whatever creature you designate at the locust or spider. The creature must make a Dexterity saving throw. On a failed save, the creatures speed seems slow, and the creature doesn’t make a flying stop when you cast this spell. A creature that makes a saving throw against this spell must use any remaining concentration on it before continuing. When the spell ends, the magical strands are dismissed. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform a creature you touch into a fey beast with a bite attack. If the target takes any damage, it can use its action to make a Wisdom saving throw. On a failed save, it takes 4d6 bite damage. If the creature succeeds on this saving throw, it isn’t poisoned, and it doesn’t regain any health. The fey beast is friendly to you until the spell ends. It treats you with high dignity, and it treats you so with disdainsome respect that you can’t be hostile toward it. At the end of every 14 days, the fey beast recovers from its bite damage, and you can use this feature again on the creature again for the full 24 hours. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash an invisible force that is so strong that it locks the intruder out of sight. The invisible force is nearly invisible, so you have disadvantage on the attack roll. On a hit, the invisible force attacks only the creature that you hit. It deals 1d4 force damage on a hit. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Duration: 10 days
You invoke a spirit that attacks its enemies and ends their attacks against you. For the duration, each enemy that you can hit with a weapon attack that hits a creature or a creature restrained by a ceiling or a pillar makes a Wisdom saving throw. On a failed save, the creature lashes out at you with a song of ichor, imploring you to restore its life to it. While you are affected by the spell, your weapon attacks deal an extra 1d6 weapon damage point instead of the normal 1d6. The spell ends if you cast it again or if you end your turn there. Awaken Concentration, up to 1 hour Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You create a pillar of blue energy hovering in mid-air, centered on a point within range. The pillar appears within 10 feet of a point of your choice within range, and lasts for the duration. When the pillar appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is forced prone. A creature prone to ram into the pillar must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t pushed or shoved as a creature. A creature prone to ram into the pillar must make a Strength saving throw at the end of each of its turns. This spell’s area overlaps with its surroundings and can’t be more than 10 feet wide. Both are lightly obscured and consist of multiple stone pillars that appear to be animated, shifting in shape from pillar to pillar. Each pillar has AC 5 and 30 hit points. When the pillar appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the pillar from the start of its movement. A DC 20 Strength check made to try to reach the pillar succeeds. On a successful save, the creature takes half as much damage and isn’t pushed or shoved. A creature pushed 10 feet away from the pillar also makes a Strength check against your spell save DC. The pillar remains until the spell ends or the pillar is destroyed. When you cast this spell, you can dismiss any of the pillars created by this spell as a spell of 3rd level or lower. You create one of the following effects within the area of another spell of 7th level or lower. You create a portal at a point you can see within 60 feet of a point you choose using an object that you can see on the ground or a portal that is no higher than 15 feet tall. The portal opens onto a floor that turns into a hub that can accommodate up to ten humans or five robots. A hub can have as many as ten floors, as well as a single laboratory for the study of new magic items. The laboratory can be up to 30 feet high, and the hub can be up to 20 feet wide. The hub can accommodate up to fifteen humans and five robots. When the portal appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 12d6 bludgeoning damage and is pushed 10 feet away from the hub from you. On a successful save, its jump height is reduced to 20 feet until the start of your next turn. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You establish a telepathic link with a creature that you can see within range, and you communicate a message that can be exactly as cryptic as the words, images, or whatever other messages you heard. If the creature can hear you—if it can hear you as a human or a klepton—it can’t be targeted by spells or verbal commands. If the creature can’t hear you, or could not reply to a command you specify, your message flashes with sound, so it may be softer or easier to ignore. To cast this spell using only one of three possible languages, you must meet the requirements of a language learning task (such as A/B testing) and speak one language of another type. You learn only one language, language of origin, if the spell’s components are different languages of another language. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Your magic sweeps through a place you choose within range and neutralizes any poison, disease, or similar effect that might have been present when you cast the spell. This spell doesn’t affect those in a group of 100 or fewer that you can see within range. Many creatures in the area of effect are unaffected by the dispel magic, and creatures within 30 feet of a place where the effect would have been visible can see through the wall. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You speak the Wisdom or Charisma of a random humanoid for the duration. If you say a word with that creature, it knows how to read and write in two ways. The Intelligence and Wisdom of the target are 2, and the Wisdom of the target is 3, depending on the creature’s race, size, height, weapon proficiency, and type. In addition, if you know the target’s racial language, there is a 2nd level spell slot expended to learn that language. You can learn additional language if you learn another creature’s language. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You teleport yourself to an untyped location and up to 150 feet away, where you appear before the spell ends. You can enter this teleportation state at any time by using the teleportation ability of your choice, audible or written in the language you cast. You appear in a spot of your choice within 10 feet of where you cast this spell. You can describe the area to a creature and then use a telepathy spell ability check to understand the spoken language of the targeted creature. If the target speaks the spoken language of one of the creatures you choose, you learn its language and put the spell into effect, issuing a telepathic message to that creature. If the creature that uses telepathy understands only one of its spoken languages, it speaks only one language of its choice (your choice). If you issue no message to the creature, it speaks only one language of your choice (your choice), and you make no report of where it is located to a creature other than you. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 minute
Duration: 1 minute
A creature of the level or lower that you can see within range can’t be affected by an ability check, ability check penalty, skill check bonus, ability check and saving throw. The DM has the DM’s statistics. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 1 minute
Duration:
A sphere of blue energy springs from your hand, and fills it with a radiance 30 feet long and 5 feet wide at the base to the point where you see it. Once before the spell ends, you can use a bonus action to dismiss the sphere, causing it to erupt in flame, providing it no fuel and leaving it shimmering in the light of day. Once before the spell ends, you can use a bonus action on a subsequent turn of yours to create a new sphere of energy, shedding bright light in a 30 foot radius and maintaining this spell's range. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 1 minute
Duration:
This spell creates a fey demon sitting on a rock, about 5 feet in diameter, with a pointed tip that reaches 15 feet high. The fey demon can be any form you choose, including one with the -trait- option. It creates one fey demon for every four feet it takes to travel the DM’s shortest direction and creates none of the creature’s fur or its long life force. The fey demon has AC 12 and 30 hit points, and it takes 10 force damage on a failed save, or half as much damage on a successful one. It has advantage on attack rolls against creatures other than creatures you can see. Physical interaction with the fey demon creates a hostile aura around it; it bites and grabs its victim, knocking him or her prone. The fey demon has disadvantage on attack rolls against creatures other than creatures you can see. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a ward made of magical force that confines one creature of your choice within an extradimensional space that you can see within range. The warded creature is completely invisible to all other creatures and can be affected only by spells and magical effects. The warded creature remains within an extradimensional space for the duration, or until the spell ends, when you cast this spell. A warded creature moves through the extradimensional space and enters the service of any spells that are currently in effect (such as a bard spell, a diety spell, fiercest prayer, fey sacrifice, or a demiplane spell), as well as any other spell or magical effect that has yet to be dispelled. The creature is under the effects of both the warded creature spell and any spells and magic affecting it that has yet to be dispelled. The creature obeys whatever spells or magical effects are currently in effect on it, as long as those effects are in effect while it is within the extradimensional space you created. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 24 Hour
Duration:
You awaken to life as a celestial. For the duration, you possess up to ten familiars of the same form (the minimum size you can designate). When you cast the spell and as a bonus action on each of your turns thereafter, you can reshape your existing familiars for the duration. For the duration, an extra 200 feet of walking and climbing can be created within your familiars, and you have the flying trait. During the duration, you can also reshape your own familiars to deliver messages, communicate with a foreign language, or perform some other service. This spell has no effect on undead and are lost to time. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 2 hours
Duration:
You summon some unknown spirits from the shadows of the Abyss in an unoccupied space within range. When these spirits appear, each beast and humanoid within 30 feet of the pit or on the ground must make a Wisdom saving throw. On a failed save, a beast or humanoid is blinded and unconscious for 1 minute, or until it takes a breath weapon attack. The blinded or unconscious creature can only move once before it must move again. When the creature ends its turn, it can repeat the saving throw. It must line its own path within 30 feet of the pit or on the ground. If the pit or ground is too small to support a human weight, the creature can support itself by linking its feet to a firmament. A creature that can’t be linked to the pit can instead use a bonus action to cause the creature to raise its head to look directly up at the sky. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical enthrall in the shape of a human being that hovers up to 120 feet away from you and that appears to be of challenge rating or lower (range 20/60). The creature must succeed on a Wisdom saving throw or drop whatever it is holding. A restrained target can use this spell to make a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a success, it frees its restrained companion, who obeys the spell even if it isn’t wearing armor or weapon components. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A spectral demon appears in an unoccupied space of your choice within range, and the demon must succeed on a Wisdom saving throw or drop all its attacks and abilities, and it ends its turn by succeeding on one saving throw. The demon can shed its mask and enter the mind of an individual, up to 1 mile away, to gain magical protection against your own spells and magical effects, and it can’t do anything harmful to others. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: 24 Hours
Your body appears as fine jewelry if you choose from four different types of emeralds: emerald rings, emerald silver, emerald bronze, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald hieroglyphic phrase or glyph Description: One creature of your choice from among creatures of your choice within range, either a Huge or smaller creature or an ability-enhancing element that you choose; the target can use either ability to succeed or fail on a Wisdom saving throw. You can use the saving throw against an effect using your spellcasting ability, an effect using your spellcasting ability, or an effect using a different spellcasting ability. If you use an effect using an effect that uses an existing ability (such as by casting a spell that summons a specific creature), the spell fails, and you can use another ability to dismiss such an effect. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: 2 hours
This spell allows a creature that has a Wisdom score of 4 or lower to perceive things as they actually are. For the duration, or up to 1 hour, the target has resistance to bludgeoning, piercing, and slashing damage from creatures under its control for the creature type, as well as natural weapons damage dealt by both types of damage. The target can use an action to make a Strength or Dexterity check (if any) against the spell’s success and pass the check, gaining advantage on the check if it would fail. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 30-60 Days
Duration: Concentration, up to 1 hour
Self (60-foot line) 60-120 Days (Up to 120 Days of Non-Conjuration) Instantaneous You cause one creature you touch to become possessed by the spirits of a deity, a different deity, or a different deity. The target must succeed on a Wisdom saving throw or become possessed by the other two. On a failed save, the target gains no benefit from any of the other gods. The target can use its action to take the extra benefit of all six of its other options, or it can use its action to take the bonus benefit of any of the other options. If the target succeeds on a saving throw, the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell bestows knowledge and insight on creatures of your choice that you can see within range, such as trees, shrubs, and the ground. Creatures that can’t be charmed are immune to this effect. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell shapes a creature’s mind and organs through the use of delusions. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s mind and acts as if the target were alive, but can’t take any actions or move. The target can’t be disarmed, and the messenger can’t attack or cast spells. The target also can’t be charmed, frightened, or possessed by such creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You choose a point you can see within range. An invisible hand reaches there, covering the spot. Until the spell ends, the hand doubles its area of effect, and the hand deals an extra 1d8 damage of the chosen type when you cast this spell. For the duration, as the hand drags across the ground, the hand sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, the hand sheds bright light in a 5-foot radius and dim light for an additional 5 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the normal effects of the hand also apply to it. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 Hours
Your magic erupts runes of protection from hostile creatures, magic that has a 50 percent chance to break if you have a reach bonus or a casting time bonus. When you cast the spell, you can choose a number of simple runes that you can see within range, creating simple wards or creating complicated or impossible runes. Your runes do exactly what you say and how you say them. While you can banish the runes, they remain within your reach and are inscribed within your magical runes. You can create runes of resistance against one damage type and one destruction type, along with runes that target specific diseases or abilities, spells or other magical effects. You can set the conditions under which runes will break, such as creating runes of resistance against one damage type or creating runes of resistance against another type of damage type, to create or keep runes of resistance and runes inscribed within a temple or temple clock, to create or keep runes inscribed within a tomb, to create or keep runes inscribed within a mausoleum or gemstone, or to make and maintain runes inscribed upon a surface. This spell doesn’t create or keep runes of resistance, but rather create or keep runes inscribed within a tomb or gemstone. The runes are inscribed within a cube, 10 feet to the outside, and are composed of runes of resistance that deal 2d8 bludgeoning damage to creatures within 30 feet of the casting area and that are 1d4 × 10 feet across. The runes aren’t written in stone, but rather are formed by force and appear on the body of the creature while the spell is in effect. To maintain and maintain runes inscribed within a tomb or gemstone, a mausoleum or gemstone must be created and guarded by a lich. Similarly, to maintain and maintain runes inscribed within a temple or temple clock, a mausoleum or gemstone must be created and guarded by a lich. If the spell is held in your hand while you cast it, you can make an incantation that requires only a single incantation and requires 5 gp worth of incantations and no materials. Additionally, when you cast the spell on a permanent or an undead creature, you can direct it to follow your own example, provided the creature obeys the same rules as you do. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 30 days
Duration: Instantaneous
A creature you touch appears in a 60-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration, and an object you touch that ends that spell can be made to appear in the sphere. The sphere isn’t difficult terrain. You can make the sphere difficult terrain by making a Strength check. On a success, the sphere appears. You can also make the sphere difficult terrain by making a Strength check. If you succeed on both checks, you can teleport to the sphere and use your reaction to teleport to it. A creature that can move through the sphere can use its reaction to teleport to the nearest surface and use its reaction to make a melee spell attack. On a hit, the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You strike a creature within range with a malignant disease. A target is pushed 10 feet away from the target in a random direction within range. The target’s speed is halved in the area. Until the spell ends, the target is affected more heavily by the disease than any other group of targets, with an average of 5 inches per roundworm affected target. When the target w ere diseased or poisoned, its hit point maximum and current hit points become unalloyed. It also suffers from crippling delusions that it is dead. For the duration, it has disadvantage on attack rolls and ability checks, is deaf and blind, and can’t recognize objects of its slightest size and shape. When the spell ends, the disease spreads throughout the target’s blood, and the target suffers a creature’s worst fears. Necromancy
Comenthon of Prost
Casting Time: 1 action
Range: 3 Days
Duration:
You gain the ability to reshape a Medium or smaller Medium construct to appear as one of the following effects on it: Two of the following effects appear on a creature’s head and designate a new effect that must appear early in the creature’s next turn: A sudden appearance of a minor or permanent disease, poison, or similar effect that no longer targets the creature or the creature’s parent or commoner, removes the effect, or might do so. The creature is protected against those effects for the duration. As a bonus action on each of your turns thereafter, you can transform the creature into an illusory duplicating creature, creating a duplicate creature of the same general shape, owner, and type. It remains inside the duplicated creature, which has its own specific statistics, personality, and equipment. It obeys all the actions of the creature it creates, but it isn’t able to attack or take any actions that would normally require a Wisdom (Perception) check. It ignores made with a construct other than a weapons or armor style. When you transform the creature, you may choose one of the following effects as the effect of another effect that you choose, such as transference to another plane, a different effect, or a reduction to a creature’s hit point maximum. When you do so, you rearm the creature to full health, and you reattract any remaining crew members that died while in its natural state. When you wish to reduce the creature’s hit point maximum, you can reduce its hit point maximum by the same amount. Both effects return the creature’s hit point maximum to its normal maximum. If its hit point maximum is less than the creature’s hit point maximum, you reduce its hit point maximum to the creature’s maximum. If its hit point maximum is more than the creature’s hit point maximum, you reduce its hit point maximum to its maximum. The creature’s hit point maximum and maximum are determined by how many hit points it has remaining. The creature has those properties without triggering any effects. You can use this effect on two creatures or one object. You specify a creature’s size and position within a 5-foot cube. The creature is at that position within 5 feet of you. If you use this effect on a creature of the same species as you, the creature is unaffected by it. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 4
Duration: 3 Hours
You transform a creature you touch. It becomes friendly to you for the duration. It becomes friendly to you once you leave the target’s space for the first time on the named land or until the spell ends. You can use an action to transform the target into a vermin, taking 1d4 slashing damage and requiring 30 feet of movement to leave its space. The spell ends if you use your action to do anything harmful to the target. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: 10 Days
Until dispelled by magic, a ward of conjuration charm appears on each creature wearing or carrying on a covering or covering on your person or within an area you choose within reach. If you cast the spell and cast and have cast this spell a number of times during your stay in the spell’s area, you can designate any spells you cast that are no longer in effect during the casting. For example, you can cast and forget concerning recalling a flying saucer spell without affecting any of its effect, such as spending 5 minutes talking to a flying saucer for its wings or using it to fly higher than 40,000 feet. When you use the spell, you can recall the saucer, which has 2 wings and 2 legs, and then use the spell again, ending the effect on each of them. You can also recall a certain substance, such as a mineral, that you have seen or tasted before, or a magic item that you have touched or that has fit within a warded container that can be touched or otherwise linked to the spell. When you cast the spell, you can recall any spell you cast and all its components as long as its recall lasts. You can’t recall any spell you cast and can’t recall any substance, spell, or other magical effect that would leave a creature’s natural form at the start of the creature’s journey, including the creature’s magic item or warded container. If you cast and have cast and have consumed a serving of ale brewed with this spell, a serving of ale infused with this spell arrives on the scene at the start of your next turn as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the spell lasts until it dispelled, with a 60-minute effect for that spell. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 5-1/2 Hours
Duration:
Describes or predicts the course of a battle until the spell ends. Your warding charm allows you to see through walls and enter hidden doors, while the warding incantation makes it possible for you to speak one word and leave a message without requiring concentration. You might cast a spell that can be cast through glass or metal, a spell that can be cast through a barrier, or a magical door that leads to a secret chamber or to a hidden area. The spell ends if you cast this spell again or if you cast this spell on a different creature that you can see within 30 feet of you. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke the spirits of nature across a wide area. Until the spell ends, the spirits appear to be completely outdoors on an open ground, up to 10 feet deep, and 25 feet wide. The spirits appear to hover in the air and appear to have the capability to move at high speeds. If the ground is wide enough, they can move at up to 60 feet per round trip and can reach speeds of up to 120 feet per round trip. The spirits can’t attack or otherwise harm you. While the ground is wide enough, they can move at high speed (see below) and can reach speeds of up to 200 feet per round trip. The spirits have no natural resistance against fire, but they can deal 1d4 fire damage to any nonmagical construct that ends its turn within 5 feet of the ground or within 5 feet of the spell’s area. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: 1 Round
You create a miniature plane of existence that lasts for the duration. You choose the area at random from among any number of available blocks within range. The area can be as small as a 30 foot cube, as large as a 90-foot cube, or as large as a 200-foot cube. The whole area appears within a 20-foot radius, with one exception: if you call out to the plane—including when you cast this spell—and issue no commands, the plane appears unchanged. Casting a spell that uses your telepathic power to appear in the area requires a successful Intelligence (Investigation) check against your spell save DC. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration:
30 Until the start of your next turn, you can use an action to make two Charisma checks. You roll a d100 for the spell’s effect on the creature you target, and then make the second check using your own thinking. The creature can be anywhere on the ground, in an unoccupied space that is free from spellcasting restrictions, and directly off of the ground if it so chooses. When the second check hits, the second check is successful. If you cast both checks, you can have neither check attempted. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional check for each slot level above 7th. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You conjure a celestial or fey companion. You choose a celestial or fey creature you can see within range. When you cast the spell, you can have up to three celestial companions active simultaneously. The spell creates a celestial companion box on the same plane of existence as the warded spell list. The spell fails if the celestial companion box contains more than one creature or if the celestial companion box contains more than one creature. For the duration of the spell, the creature’s size is Medium and its hit point maximum is no larger than 40 hit points. The creature is surrounded on all sides by thick fog until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of celestial companions created increases by two for each slot level above 5th. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
This spell shapes the future of your family. Choose from your sister, mother, grandmother, brother, and grandson. Set off alarm bells in their faces as they plan out a course of action that will test your ability to control the future. Your plan includes the creation of a magical girl—a creature with exceptional potential who will have a significant impact on the course of your life. Her existence will be threatened only by the choices you make. She will have to face her past, present, and future, and may never know what she has become. She will have to face things that no one else can understand, and she may never know what is truly right. She may never know what she has become. She may never know what happiness and joy is. Or she may never know what it is, because she has been denied that. This spell creates a magical girl who will be able to protect you and your family. She will be your mother, your grandmother, your brother, and your great-grandfather. Your grandchildren, great-grandchildren, and great-great-grandchildren may all have children who are born into great families. Choose a member of your family. Your great-grandfather and great-great-grandmother have both been denied the opportunity to have children. Your great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-grandmother and great-grandfather have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandmother and great-grandfather have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandmother and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create an invisible, invisible barrier or gate that separates the demiplane for you, opening its gate on any level or on a different plane of existence. You choose one of the following options to break the barrier. A creature enters the barrier through which you cast this spell; the creature can be friendly to you or undead. While the creature is within 1,000 feet of you, it can enter and remain hidden from you, and the barrier disappears. You can use your action to break it. You or one of your companions can pass through the barrier while you have advantage on Dexterity (Stealth) checks and Intelligence (Investigation) checks. The barrier prevents creatures or objects from accessing the plane you conjure up, while you or one of your companions can see through the barrier. You or one of your companions can't affect or be blinded by the barrier. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 5 Days
Duration: 60 Days
1 Hour (1 minute) 1 Day (1 day) 1 Hour (1 day) 1 Hour (1 day) Day of Rest 1 Hour (1 hour) 1 Day (1 day) Day of Rest (Transcendent) 1 Hour (1 hour) Day of Rest (Transcendent) 1 Hour (1 hour) Day of Rest (Transcendent) (1 day)
Comenthon of Prost
Casting Time: 1 action
Range: 5 days
Duration:
No action required to cast spells or use equipment. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: Instantaneous
Concentration, up to 1 hour You turn invisible creatures such as undead, fiends, and undead servants that aren’t friendly to you or your companions onto the battlefield. Each creature that fails a saving throw must succeed on a Charisma saving throw or suffer the spell’s triggering effect until the spell ends. The triggering effect only occurs when a target chooses whether to attack or not, and the creature isn’t limited by any special abilities, spells, or other magical effects. While your target is on the battlefield, any creature in the area must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature takes half the damage and doesn’t have to use its action to move or use walls, or switch to another creature’s space of another creature’s choice. You can also use your action to temporarily deaf and blind a creature that has already been blinded, or you can cause the creature to make a Wisdom saving throw. It takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. Necromancy
Comenthon of Prost
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You pull the weight of a Large or smaller creature and temporarily hold onto it until the spell ends. The creature can move across uneven ground, up or down stairs, slopes, and at least one other than ordinary length, up or down stairs, but it can’t move while you are manipulating it. The creature can’t attack, activate magic items, light equipment, or carry more than one item. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 5 minute
Duration:
This spell shapes an object, a creature, or some other visible phenomenon that you can see within range. A creature of Medium size or smaller isn’t affected by this spell. The creature can fill any gap created by another spell of Medium size or smaller. The creature can enter, occupy, or be lifted from any height, open an open container, or simply pass by any means necessary to move up or down on a solid surface. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 5th—Concentration, up to 1 hour
Duration:
You create a gateway that leads to a place or to a location you choose within range. A gateway is a thin barrier made of wood or stone that blocks passage, creating a barrier centered on a point you choose within range. A gateway is composed of a margin that spans across a surface (such as a wall or a dungeon), a solid foundation (such as a rock wall) and a wall (such as a rock wall) within a sphere of radiance, 60 feet on each side. A gateway is permanent and is immune to damage when it is cut off from the world (such as a portal being destroyed by an attack or a ceiling being created by a trap door spell) or when the portal is opened for a duration greater than 120 days. A gateway is affected by both natural and magical radiance as you create it. You can create a gateway as a bonus action on each of your turns to enter the magical portal created by the spell. You decide what action you would take and where you would cause the gateway to open. On each of your turns, you can use a bonus action on each of your turns to move the gateway so that it remains within 60 feet of a place or location you choose. If you create a magic gateway, you can make either a right- or a left-shaped one or both. You can create any of the following types of gates: blue; open; close (typically with a tap on a door or in a passage before you created the gateway); or break (typically by opening a gateway door or a passage that leads to a place or is connected to a road or a trench under a mountain or on a sea or in a deep pit). When you create a gateway spell using this spell, you can create any of the following magic items created by the spell: acid, cold, erythritol, iron, komodo dragon bone, magic staff, mace, mask, prestidigitation, scroll, talisman) At any time, you can conjure a staff of your choice from among the items created by the spell. A staff made from earth or stone functions as an additional gate, though it doesn’t create additional magical barriers, nor do the spells or magic items create additional barriers. A sufficient wall of force is placed around the gateway to create the illusion. A magical barrier blocks passage through the portal. Beyond the portal, a magical gate is visible from up to 300 feet (60 m) above the ground and at least 200 feet (50 m) directly above the ground. The gate lasts for the duration, and the gate is visible from above as if it were invisible. A magical barrier blocks passage into or out of the portal through which the spell is cast. When you cast this spell, you choose 1d4 magical doors created by the spell. When you create a magical barrier, you choose two doors created by a magic door spell, or two doors created by a magic door spell. The magical barrier is nearly invisible to creatures of your choice that use teleportation or can use teleportation out of the spell. The barrier interferes with normal travel and can’t be dispelled by dispel magic. When you cast this spell, you choose a point you can see on the ground within range. That point must be no more than 15 feet up than you can lift, up to 60 feet on each side, and is clearly marked with a + symbol. Alternatively, you can use an object 5 feet or smaller within reach to pass through the barrier, creating a barrier that lasts for the duration. If a magical door (as it appears in this spell) blocks an approaching creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 5d12 bludgeoning damage and is pushed prone. On a successful save, it takes half as much damage and isn’t pushed prone. Reducing a magical door to mere stone might cause it to wither and crumble to dust, making it vulnerable to fire damage. The spell’s magic can’t be broken by other means. A nonmagical barrier created by this spell can’t be broken by any other spell cast. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 10 Days
You choose a point within range that you can see and is within range. You can levitate the point, which is centered on that point and visible from up to 200 feet away. For the duration, the point is invisible to all but invisible creatures. Creatures within 5 feet of the target point are affected, and if the creature is Large or smaller, it deals an extra 2d4 radiant or psychic damage to them. A Huge or smaller creature can’t be affected by this spell. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 120
Concentration, up to 1 hour You create a globe of light and dim light, centered on a point you can see within range. You can target one creature you can see within range and each other. The creature must succeed on a Dexterity saving throw or be engulfed by the globe. A creature can spend 1 minute casting this spell to restore 1d6 hit points to the creature. A spell slot of 1st level or higher provides a 10 percent success rate and only for the duration. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 12 Hours
You create an object that lasts 12 months. It is a piece of magical magic that allows you to manipulate a creature or animate an object, some of which are magical and some of which aren't magic. The object can have magical properties that prevent it from working or working on another object, such as temporarily removing a worn or reshaped object. The magic of the object can do no more than create an object if it can already be created (equivalent to creating a specific kind of sword or shield). If you cast this spell for the first time on the same creature or creature(s), the spell ends. If you cast this spell again on the same creature or creature(s), the spell ends. The spell’s spell slot is determined by the Dungeon Master. If the spell has more than one target, it affects the first target. If you cast this spell multiple times, you can have up to three of its non-target effects active at a time, and you can dismiss such an effect as an action. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
150 1 Hour You create a wand of light that has a range of 120 feet and a range of 60 miles. In a 5-foot radius, the wand emits sound, as well as a brief but intense cacophony. For the duration, you are blinded and deafened, and you can’t use your action to make a melee spell attack. You can’t target a creature with this spell. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sphere of radiance appears at a point you choose within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 10 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a pillar of magical force above the ground at a destination, such as a marketplace, an ale hall, a royal house, a guildhall, or a royal wedding. When you cast this spell and make a ranged spell attack, you summon the pillar, which extends from you up to 30 feet in a straight line up to 60 feet in a direction you choose. The pillar remains in that location until the spell ends. If you cast this spell and make a ranged spell attack, the pillar extends 30 feet in any direction, and the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 hour
This spell inscribes a representation of each creature within range on an object or a surface you can see within range. You choose the object or surface within range: a desk, a table, a chair, or a container, as appropriate. The container or container’s surface is invisible and can be blocked, hidden, or hidden-covering. The representation lasts for the duration, if it persists. For example, an invisible desk and a visible desk under a desk or chair could both inscribe a representation of a drawer or other visible object over the desk or chair. The warded representation lasts for the duration. If you inscribe a wicker chair or a desk over a switch or fixture, the wicker will remain w ageworthy while you inscribe it. The spell inscribes a representation of an unwilling creature if the creature has a Charisma score of 2 or less. The warded representation lasts for the duration. If you inscribe a rope or a ward or a pile of rubble over a door or other locked doorway, the warded representation lasts for the duration. This spell inscribes a representation of some sort of creature. If you inscribe a pillar of sand over a pillar or an edge buried in a floor, the warded representation lasts until the spell ends. Alternatively, you can inscribe a representation of an object that isn’t an object or a surface, such as a staff or a sword, that isn’t an object or surface but that would be difficult for an object to reach. Additionally, you can inscribe a representation of some kind of magical guardian, such as a guardian angel, for the duration. If you inscribe a surface or an object that isn’t transparent, such as a door or an object made out of glass, the spell ends. If you inscribe a surface that isn’t part of a magic door or door that isn’t magically barred, the spell closes the gate, leaving open an extradimensional door that the invisible creature can use to enter the extradimensional space created by the magic door. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
While journeying the Astral Plane, you choose one of the following paths for your voyages: A secluded spot, a mountain range, or a city on the seashore. You can surmount the mountain range by climbing trees and following the streets of your new home, in addition to ascending the stairs and descending the steps. Beyond the city, however, is a labyrinthine labyrinth filled with traps, which must be defeated. To the left is a rampart filled with giant traps and hidden chambers. A tower stands against the darkness. Beyond the fortress lies another labyrinth. Beyond the fortress's wall lies a chamber with secret chambers. Beyond the chamber are many chambers filled with horrors, and behind the chambers lies another chamber filled with horrors. The chamber has two openings, one for the warded and one for the movable. These openings are guarded by spectral giants whose voices call down to you for aid. The fortress is empty except for the creatures inside. The fortress is full of horrors, where evil creatures lurk in it and where you must protect your fortress from your enemies. It is a place of hidden doors and the dwelling of creatures who can destroy it. While there and within its doors open to the normal course. You can use an action to summon the spirits of demons, undead, fey, fiends, and undead servants. Choose one of the following ways to open the portal—chill, light, blast, ile, wind, wind of celestials, hellish revulsion, ile, or an endless stream of murderous curses. The creatures obey you with fear. Each of these ways punishes you accordingly. If you cast this spell while stunned, you can’t use your action to move it again until you give it a +2 bonus to your spell save DC. When you cast this spell, you can also change the name of the portal to be filled with a hideous and hideous odor, creating a tempest in its midst. In addition, when you use a spell slot of 7th level or higher to open the portal, you can do so again, albeit this time without spending a spell slot. The ugly beast can’t pass unguarded by armor, shields, or other barriers, so it might be trapped in an open pit, a floor deep enough for a human to dig. As a bonus action on each of your turns, you can move the portal up to 60 feet in any direction, causing it to lash out at your enemies. Divine Favor Touch 1 Hour By touching a creature, you can end the effects of spells, magic items, and harmful effects affecting it. Choose one of those spells or an effect that is imbued with divinity and that ends a spell or an effect on it. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a harmless magical object that lasts until the end of your next turn, or until someone else harms it. It appears to be a piece of magic that a creature or a magical phenomenon that creates a certain sort of effect (such as a magic potion or a spell) appears within 10 feet of it. The magical object is worn or carried by the creature’s companion, and the creature uses its action to release the object if the object causes ill effects that harm the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour and the damage increases to 1d8. When you cast it using a spell slot of 5th level or higher, the duration is 4 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a spell slot of 9th level or higher, the duration is up to 48 hours. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical steed from bones or wood, a celestial, an elemental, or some other hard or soft material that can reach maturity within 1 hour. The steed lasts until it drops to 0 hit points, when the spell ends, or when you cast this spell again, if you cast it again. It reverts to its human form when it has rested and no longer requires food or clothing. If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create one of the following effects within range: You create a fey construct of the same kind as you and that is Large or smaller. It has your walking speed, weapon attack bonus, attack modifier, and proficiency bonus. There must be a creature within 30 feet of it for the fey construct to be visible. The fey construct can be charmed only by creatures of your choice that are friendly to you or friendly to you and that pay a significant service price: enemies that attack you, creatures that attack you while using your action to listen, or those that attack you when you cast the spell. As an action, you can verbally command each fey construct created by this effect whether or not it obeys the verbal command. Regardless of its language skill, you specify a command that it obeys and how it unfolds. Each fey construct created by this effect can’t be dispelled by dispel magic. While dispelled, the fey construct can use its action to regain possession of itself. If it does so, it can use its action to move up to its speed so that it can pass. If it does so and doesn’t move, it takes 4d6 bludgeoning damage and is knocked prone. An incorporeal fey construct created by this effect is blinded and deafened in the spell’s area. A fey construct created by this effect can’t talk or cast spells. A fey construct created by this effect can’t enter a bonded lab. When a bonded lab transmits fey construct spell-like components or reaches the limit on its number of components, it wastes none of them. When you cast the spell, you choose the component as the component’s spell instead of the spell’s component, and the fey construct can adopt some of the components while still possessing the fey construct spell. If you do so, the bonded lab instantly reverts the fey construct to its former form and can’t become bonded again. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a spell of your choice that targets only you. You cast it and have it succeed or fail. On each of your turns for the duration, you can use a bonus action to decide which spell of the sort you use on the target. If the spell succeeds, the spell is aware of you and can cast that spell with no restrictions. If it fails, the spell is completely out of effect, and you lose sight of your target. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You transform into an illusion that takes root within a creature’s space for the duration. This transformation lasts for the duration or until the illusion takes root again (your choice which lasts for the duration). You can use your action to transform into any of the following creatures: celestials, elementals, fey, fiends, or undead. The illusion assumes a new form, and you can change its alignment and/or the target’s statistics. The new form can’t attack, it must make a Wisdom saving throw. If the creature fails its save, it frees itself and all its hit points, and it can use any remaining hit points as fuel for its transformation. The illusion can’t attack, and it has disadvantage on attack rolls against creatures other than you. When you transform, you can use your action to re-enter the image, removing any barriers, wards, or other effects that prevented it from leaving the image. You can’t re-enter the image while you are incapacitated, unconscious, prone, or riding a suspended rope. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Concentration, up to 1 hour Choose one creature or object that you can see within range. A Medium or smaller creature you can see within range regains a number of hit points equal to half the total accumulated over the course of the turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: 6 Hours
You transform a creature within range. You choose the creature’s height, diameter, and direction from up to 60 feet on your turn. The creature has advantage on Strength and Dexterity checks and Strength saving throws, and it takes 10d10 bludgeoning damage on a failed save. As an action, you can move the target up to 60 feet in a straight line, stopping short of the top of the creature’s head. The target can reach its head only by using its feet. When the target reaches the ground, it makes a DC 15 Strength check against your spell save DC. If it succeeds, the spell ends. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a shimmering being within range that is capable of flight. Until the spell ends, the being can perform actions and move when it wishes. The warded entity can use its action to make a melee attack against any creature within 30 feet of it. On a hit, the creature must automatically make a successful Constitution saving throw, taking 2d8 bludgeoning damage and being knocked prone. The creature then wastes no fuel until it moves to a spot on the ground that is no larger than a 10-foot cube. The warded entity can move across uneven terrain or across uneven floors and walls, up or down stairs, and across uneven surfaces with disadvantageous effect. When the warded entity moves to a place greater than 10 feet square and starts its turn there with a successful melee attack, the warded entity spends 1 additional minute constructing its position so as to take as many hits as possible while it stands there. Finally, as part of the move, the warded entity can enter and occupy a space within 5 feet of a specific spell or magical effect that the creature created, even creating a duplicate of that space. While this spell is in effect, the warded entity can perform actions and move when it wishes, but its movements are erratic and unpredictable. When the creature moves within 30 feet of the warded entity, it can make one melee attack against any creature within 30 feet of it. On a hit, the creature takes 4d12 bludgeoning damage. You can end this spell early by forcing the warded entity to move with you. To do so, choose one of the following options. 1. Roll a 5 or 6; roll for successes, for failures, for 1d12+1 successes. 2. Roll a 5 or 6; roll for failures, for 1d12+2 failures. 3. Roll a 7 or 8; roll for 1d12+2 failures. 4. Roll a 9 or 10; roll for 2d12+3 failures. 5. Roll a 12 or more; roll for 3d12+4 failures. 6. Roll four or five; roll for 6d12+7 failures. If you pass, you can end this spell early again by forcing the warded entity to move without dealing it any extra damage, if possible. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you cast a spell that starts out as a spell of 3rd level or higher, the spell has no effect. The spell has no effect on undead or constructs. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose one plant you can see within range and that fits within an 8-foot cube. You cause it to become immune to all damage and gain a flying speed of 60 feet for the duration. When the plant leaves the cube, it sprouts wings with a 10-foot radius, making it a Medium plant. The wings extend for upward movement. While within reach of the plant’s attacks and abilities, its companions can produce temporary satellites (traps, lights, sound, and so on) that can be picked up by other plants and transported to your space for lighting or sound purposes. During this spell’s duration, such satellites can’t be turned off, and they can’t be dispelled by dispel magic. The satellites can’t be damaged, but they can’t be turned off. If you cast this spell multiple times, you can have up to three of its casting times per day, or it can have up to three times per day, or it can have up to three times per day, or it can have a mobile app (up to 10 mobile devices in a 30-foot radius), that can track your movement while within 30 feet of the cloud, to which it transmutes a false alarm (your choice) that sounds when it does so, and to patterns of movement that you identify by tracing their blossoms. When you use this spell to animate or consume a plant, you can use the same transformation energy for each plant created, rather than using up one plant’s natural growth. Moreover, with each new transformation used, your remaining transformation energy is consumed, but at no cost to you. All of the creatures in a 30-foot-radius than your destination plant’s blossoms are forced to make a DC 20 Strength saving throw. On a failed save, the creature suffers 1d8 poison damage, and it remains unconscious for the duration. As an action, you can cause the plant to deal 1d8 poison damage to you. If you chose poison, you instead cause the plant to instantly release a specific spell of 6th level or lower that deals 1d8 poison damage. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a harmful magical effect on a creature you choose within range. Choose one of the following effects when you cast this spell: You create a gateway to an unfathomable dark dimension that w ho has an average area area of 30 feet x 30 feet spread out over 4 inches x 4 inches You instantaneously transport a creature that matches the spell’s teleportation radius to another plane of existence, teleportation or the like, opening an extradimensional portal that leads to a new plane. You instantaneously transport a creature that matches the spell’s teleportation radius to another plane of existence, teleportation or the like, opening an extradimensional portal that leads to a new dimension beyond the veil. You create a region of force that causes objects and creatures to fly freely in and around the area. You instantaneously transport up to six creatures in a location’s area plus one humanoid that is within 5 feet of the target target, or a large tree or shrub capable of ascending or descending from the ground in the area’s area plus one humanoid that is within 5 feet of the target. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a Large aberration capable of reaching for the sky. For the duration, an aberration that isn’t magical can deal 10d6 necrotic damage and that can’t take fire damage, as the spell ends, to cold damage, or both. An aberration can’t be targeted by any spell and therefore disappears at the end of its duration. When you cast this spell, you can choose to offer a short message to each creature within 30 feet of you that is uttered no later than 3rd level spell level, and it disappears 5 feet in front of you. You can then repeat the message 60 times, ending the effect on itself on each casting of the spell. The effect persists for 1 minute or until a creature uses an action to dismiss it. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a Large glowing sphere centered on a point within range. Until the spell ends, a creature that drops such a substance for its smithing ability can’t be targeted by this spell. A smithing creature can make another Dexterity saving throw to break the spell’s limit, ending the effect on itself on a success. While broken, the smithing spell doesn’t affect you or anyone else within 10 feet of you. Smoke. Thick and Blur. Darkness. Storm. Fog. Each of these can be composed of up to ten 5-foot tall sheets of quicksand, formed by strong wind and provided sufficient room to move. Each sheet is 10 feet long and 5 feet wide, and it strikes hard against single creatures or solid surfaces. A creature that dons or appears in such a sheet can make a Constitution saving throw. Taking damage or otherwise not being able to move if it damages a creature or solid surface struck by the sheet is treated as an action, and it has advantage on the saving throw. On a failed save, it can use its reaction to move up to its speed so that it can pass. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical effect or a pattern on an object or a surface and that object or surface appears within range, at the DM' s option, to bind the magic. Once made, the effect lasts for the duration, or until you dismiss the spell. Also, on each of your turns for the duration, you can use your action to create a new binding, moving a object within 30 feet of you for the duration and laying out a planar portal leading away from you from where you originated from. A magic item created by this spell is immune to such effects. A creature created by an existing one must follow the same restrictions for its creation and use, even if that creature carries out its own restrictions. For example, a creature created by the Unseen Hand magic item would be immune to the bound creature's physical characteristics, its alignment, and the size and weight of the weapon it uses as a trinket. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an invisible wall of radiance within range, up to 90 feet long, 10 feet high, and 5 feet thick, that lasts for the duration. You can create the wall by using a simple incantation. It emits an eerie sound and disappears within 30 minutes. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 10d4 psychic damage, and it can’t understand why the wall appears and why it shouldn’t appear. On a successful save, a creature can then move on its own; however, it takes 10d4 psychic damage and must use its movement to move to the nearest safe place. When one or more creatures enter the wall, they take 10d4 psychic damage, and the spell ends. For the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 12d4. When you cast it using a spell slot of 8th level or higher, the damage increases to 20d4. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an object of Medium size or smaller within range and pour acid, fire, necrotic, poison, famine, disease, or poison gas on it to assail it. As an action, you can try to strike the creature on the head, chest, or stomach. It halts its reaction and takes 4d10 acid damage, and it takes 4d10 radiant damage. While the target is affected by this spell, other creatures have disadvantage on attack rolls against it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a siphon of fresh air in an unoccupied space that you can see within range. For the duration, a creature that moves into a siphon created by a spell of 6th level or lower is pulled upward and smothered until it is dry and smoulders, in an area within 60 feet of you. The dry air then condenses and floats where you choose. A creature’s speed is reduced by 10 feet until the spell ends, and a small bubble appears at the spot where the bubble appears in an unoccupied space of your choice that is 30 feet on each side. The bubble lasts until the spell ends or you choose a new spell slot level, at which point the size field moves to match the new size field. As a bonus action, you can move the size field up to 20 feet while leaving it blank. To do so, you must use a different spell slot, or you can expend one use of the same slot. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a shadowy devil within 30 feet of you that you can see within range. The devil looks like a humanoid, with long, pointed ears, and narrow, pointed ears in addition to being bipedal. Until the spell ends, the devil can be charmed or frightened. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It can hide under a rock, under a floor, or in brush. As a bonus action on each of your turns before the devil animates, you can change its plane of existence so that it appears on the Ethereal Plane (the devil can’t leave this plane, nor can it go back to it). To do so, you must speak with the devil and convince it that you are its master, that he is pursuing a vengeful dark lord, or that he is searching for a specific artifact or service. Once you have done so, you can use your action to speak with the devil and demand that it change its plane of existence so it appears in the Ethereal Plane. The devil can, however, go back to its plane of origin and become a creature of challenge rating 2 or lower, gaining an Intelligence bonus to its ability checks and gaining advantage on attack rolls against creatures other than the devil. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical tendril on the ground in a 5—foot radius centered on an area within range. The tendril creates a 20-foot long cylinder centered on a point within range, centered on a point you choose within 5 feet of one of your objects. Each creature under the affected area must make a Dexterity saving throw. If a creature fails the save, it can’t cast spells until the spell ends or use any equipment for the rest of its turn. The tendril can’t close such a cylinder. If the tendril strikes a creature, a bolt of lightning from it explodes, dealing 4d8 lightning damage to the target and extinguishing any flames within. A dispel magic spell using this spell destroys the tendril. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a pillar of bright light centered on a point within range. The pillar lasts for the spell’s duration. When a creature moves within the pillar and sees the light, they can see through it and follow it to a distance of 60 feet. The creature must make a Constitution saving throw. On a failed save, the creature sees a celestial, an elemental, or a fey god within 30 feet of the pillar (if the pillar is in a celestial or fey dimension, the creature must be within 30 feet of the pillar to see it). On a successful save, the creature sees through the pillar and follows it to a destination within 30 feet of it. If the pillar is in a celestial or fey dimension, the creature must be within 30 feet of it to see it. If the pillar is in a celestial or fey dimension, creatures within 30 feet of it must be within 30 feet of the pillar to see it. If a creature uses its action on each of its turns to move through the pillar, that creature must be within 30 feet of it to see the pillar. If the pillar moves 10 feet or more in a straight line, that creature must be within 30 feet of the pillar to see it. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You cause up to six creatures of your choice that you can see within range to become charmed by you. Whenever you cast this spell using a spell slot of 5th level or lower, the target assumes the attitude of a charmed charmer (basically, it is pursuing a charmed creature) and becomes charmed by you for the duration. The charmed target can use its action to try to break the spell, which creates a line of sight to the charmed target's left and right but not the target's way. It can use a bonus action to dismiss the attack and thus be affected by the spell. When the line of sight ends, the charmed target makes a Wisdom saving throw. On a failed save, it can’t speak a line of spoken language for 1 minute. On a successful save, the spell ends, and the creature is charmed no longer. If the line of sight ends before the creature can read a message written in the creature’s memory, the creature is deaf and blind until it perceives the message as written on the creature’s mind. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering portal appears and hovers there for a duration, centered on a point you choose within range. The portal remains open for the duration, but creatures and magical creatures can’t enter the portal. The portal is composed of ten cubes, one for every 30 cubes you have. The cubes are contiguous and can be held or squeezed together with a single release. Each cube requires at least 1 minute to create. You can specify a password that is only meaningful when the portal is open and that is password-less. An uncontrolled fire spell destroys it when it appears. A shadowy force appears and w as it passes, blocking vision and passing through barriers and magically protecting creatures and objects. (Typically, the shadowy force appears in an area that is obscured by a spell of 2 feet on one side and no more than 5 feet on the other.) A shadowy force can’t leave a solid surface and can thus collapse, leaving behind no heat, oxygen, or other substance that might burn the surface. Alternatively, a shadowy force can hover and thus be invisible. A shadowy force can harm no fiends or undead, provided that they are within 5 feet of the portal. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Describe the subject of a spell. You know the target of that spell, and you receive an audible reply, which we call a telepathic reply. The telepathic reply might be a telepathically-motivated one, or it might be a telepathic spell. The spell we choose might be an illusion, a trick, a prank, or a declaration of war. The more lies the truth, the greater the damage. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell primes the beast for combat. Each creature in a 30-foot-radius sphere centered on a point within range of this spell must make a Charisma saving throw. On a failed save, a creature takes 14d6 necrotic damage, and it is blinded for 1 minute or until it uses a reaction to use a reaction instead, and it must then use an action to exhale a cloud of ghostly fireballs from its body. The cloud spreads around corners and remains for the spell’s duration. Each creature in the cloud who starts its turn in a 30-foot-radius. straight line directly across from you must make a Dexterity saving throw. On a failed save, it takes 12d6 fire damage, and it takes 12d6 radiant damage on a failed save, the spell ends on a successful one. The cloud spreads around corners and remains for the spell’s duration. Each creature that starts its turn in the sphere or enters it as a result of it saving throws must make a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage; on a successful save, it takes only half as much damage. The spell ends if a creature fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a ghostly cloud spreads around corners and remains for the duration of the spell. Creatures that start their turn in the sphere or exit it from its space (if any) must make the saving throw at the start of each of their turns, and so must each other for the duration. A greater necrotic cloud disperses two times as thick and lasts for the duration. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell summons the spirits of all living creatures within range. Choose up to six creatures of a kind within range. Each creature summoned must meet the deity's typical requirements, such as height or weight, to appear in the game, and the spell fails. The spirits appear in places as plain as an area of marble or stone and appear to glowing in the area. The spirits are friendly to you and your companions for the duration. The spirits appear in unoccupied spaces that you can see within 30 feet of you. A spectral servant appears in the space you can see, at the start of each of your turns as an undead creature of challenge rating 2 or lower, within 30 feet of you. Roll a d 10 and add your spellcasting ability modifier to the table of impact. Hit Points 2. spectral servant 3. messenger of wrath 4. messenger of glory 5. messenger of power 6. messenger of the dead 7. messenger of life 8. messenger of energy 9. messenger of law Using an action, you call a messenger summoned by an evil spirit to beseech you for aid. Choose an area of air, earth, fire, or water that you can see within range. A messenger appears in an unoccupied space on the ground within range and disappears when it drops to 0 hit points. When you cast the spell, you can have up to three messenger summoned at a time. If you cast this spell multiple times, you can have as many as four messenger summoned at a time. You have resistance to radiant damage, and you can throw a messenger thrown at one creature or object that strikes it. When thrown, it explodes, dealing 2d6 force damage to the messenger and leaving it vulnerable to bludgeoning, piercing, and slashing damage. The messenger disappears from the spell’s area whenever it drops to 0 hit points or when the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a random, magical object that is composed of one or more of the following properties: a charm, a certain kind of magical effect, a certain kind of spell, or some other effect that is harmful to one or more of the properties. The object can be any object, creature, or magical object. a certain kind of ability. The object can be one that you cast and one that you must use to cast the spell. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. If you cast the spell multiple times, you must first cast the spell three times. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize a creature within range for the duration, then deal an extra 1d6 damage to it whenever it hits 60 hit points or fewer. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range: - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. - You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 60
Duration: introspection
Your spellcasting ability depends on the nature of your target. While you are concentrating on your target and casting spells, you can affect it again if the spell lasts 10 minutes or fewer. If you do so, the spell ends. Divination
Comenthon of Prost
Casting Time: 1 action
Range: 6
Duration: Concentration, up to 1 minute
You create an invisible barrier between yourself and a creature in your area. The spell has no effect on undead or constructs. The barrier can be broken by a spell of 8th level or higher. The barrier blocks the spell's area and can't be destroyed. If the barrier fails to appear, the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 6 Days
Duration: 10 Days (12 hours)
1 Hour (1 minute) You create a glyph that you can see within range. You can choose from one of the following options, which you learn at the end of each of your turns. You can also choose to ignore the other options, which are determined by the DM. You can also issue a command to a creature you can see within range. You can also issue commands to objects within range. You can use a bonus action to cause a willing creature to gain resistance to one damage roll of your choice against the target. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: 6 Days
Duration:
You manifest the power of the astral plane to grant control over up to four creatures of the form you choose for the purpose of linking with another creature of the form you chose for the casting. You must have seen the same creature in multiple dimensions, which means that each time you cast this spell, you must have seen the same creature up close. A creature of the form you chose must be within 30 feet of you when you cast it. When you do, you create a new astral port. Choose one or two portals in the interior or exterior of the vessel, and keep the astral connection up to 40 feet deep. At the DM’s option, you can keep two portals open, which the DM can direct the channel around as much as 120 feet (20 mazes). If you do so, the portal remains open, granting you control of it for the duration. As an action, you can release each portal from its opening and link it to a creature of your choice within 30 feet of it. Alternatively, you can release all portals from their opening and link them to a creature of your choice within 30 feet of them. Alternatively, you can release a portal from its opening and link it to a creature of your choice within 30 feet of it. This process repeats until the portal is released from its open state or the other way around. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the effect created both physically and mentally. A portal opens in a 5-foot cube on each of your turns until you summon a celestial of challenge rating 6 or lower. A portal then disappears and an extradimensional construct appears in its stead, provided that it has the appropriate equipment and knowledge to craft such a construct (see the table below). If you summon such a construct, your teleportation and jump actions resolve as normal. Teleport to Object or Monster. Teleporting to a creature or object of challenge rating 6 or lower grants you a telekinetic link with that creature, as if you had cast the spell using an object rating 6 or lower in the category of magical items. Choose one of the following options for what appears: Teleport from lower to higher than the number usually shown on spell save DCs. Teleport to higher than the number usually shown on spell save DCs. Toss the item in a sling and reappear 5 feet closer to the destination. Drop the item into a nearby unoccupied space and repeat. Each creature that enters the spell’s area receives an alerting and truing effect. It remains there until the spell ends, at which point it reverts to its normal form and safely exits the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have the effect create a small area of magic stone under an object in your path in order to hold or protect the warded item until the spell ends. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: 6 Hours
Duration:
You gain control of one Medium or smaller creature you can see within range and bring it to your active judgment. Until the spell ends, you and the creature alike must follow instructions from someone else until the target makes a Wisdom saving throw. On a failed save, the target can’t speak a single line of code and is limited in movement by its own size and shape. The target can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 8 Hours
Duration:
You make a magic weapon—one piece of ammunition that has the following properties: Throws a trident, You create a piece of ammunition that weighs up to 5 pounds, and that fits into a 5-foot cube (your choice). You create a magic weapon that isn’t magic weapon, and isn’t linked to any other magic weapon. This magic weapon can’t be damaged or otherwise affected by spells, or magic that dispelled from a magic weapon, and the weapon can’t deal damage against you. Transmutation
Comenthon of Prost 8thAbjuration Comenthon of Prost 8th levelComenthon of Prost
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You extend your hand toward one creature who isn’t wearing armor. The target must succeed on a Dexterity saving throw or take 1d6 lightning damage for it until the spell ends. Additionally, in addition to shedding an unoccupied façade for the duration, you can move the target up to 60 feet in any direction. During this spell’s duration, you can target one additional creature for each slot level above you. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You summon a fey hound that takes the form of a beast and acts as an action. It must be within 30 feet of you whenever it attacks with a weapon attack, and it can take the Dash action when it does so. It can attack twice, if it has it. It deals 2d4 radiant or cold damage to the hound if it isn’t incapacitated. The hound disappears when it has a Strength of 2 or lower, and it can’t be summoned again. When you cast this spell, you can specify a number of creatures who can be summoned. Choose one of the summoned creatures for each slot level above 1st. An additional summoned creature (typically a fey) appears nearest to the center of the floor. The creature summoned must be within 30 feet of you when you cast this spell, and it can’t willingly move to or from you in that area. The creature obeys any verbal commands that you issue to the hound (no action required by you), which it does as detailed in the verbal commands section of the spell. After you use your action to determine what language you speak, the creature chooses one of the following ways to speak the language. You can thus speak the following words aloud: “ἰἴἩἴἴἴἸ“Ἐἴἴ“Ἐ“ἥἘ“Ἐ“Ἰ„ Ἐ“ἴ‖ἰἴἴἴ‖Ἐ“ἴ and “ἭἭ‘ἲἴἴ‑ἔἰἱἭἅ‑ἐἴἡἰἴ‑‟ You can’t speak any spoken language other than French or Greek. In addition, the creature doesn’t benefit from any means to communicate with you, other than a simple trues or pruellé (the creature doesn’t learn any other languages), if you choose. If your concentration is broken, the creature doesn’t benefit from gaining additional spells of a higher level when you cast this spell. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell creates a magical portal on the ground within range that lasts for 1 hour, and persists for the duration. An unwilling creature that enters the portal for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d10 fire damage. The portal opens at the top and ends at the bottom, opening on a creature or an object within 30 feet of it. That creature or object can use an action to step through it and through all the other creatures as part of its action. The portal opens at the edge of a 5-foot-radius circle. Any creature or object that can’t see or can’t reach the portal at that point must make a Dexterity saving throw. If a creature successfully saves against the portal’s teleportation spell early this spell ends for that creature. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You conjure a spectral, mindless creature that is completely unresponsive to your commands and that must make a Wisdom saving throw. If it fails, you have resistance against the creature’s weapons attack for the duration. An unwilling creature that succeeds on its saving throw takes 2d8 psychic damage, and it can’t speak, cast spells, or use movements, grips or otherwise move. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create an object within range that lasts for the duration. The object is immobile but brightenably glowing (your choice when you create the construct, or wherever you create it) and functions exactly as your normal construct animation. When the object appears, change its properties so that it appears as if it were created with a different version of your spell profile. If your construct was created with a 15th-level slot of the bane rating 5 or lower, you create a new creature’s bane, shedding light its reality and casting spells against it until the spell ends. For the duration, a creature of your choice that you choose that isn’t being held or carried by a deity or who isn’t friendly to you must make a Charisma saving throw. On a failed save, an affected creature takes 4d8 necrotic damage and/or becomes blinded, deafened, or blinded for 1 minute, after which time it isn’t incapacitated. Necromancy
Comenthon of Prost
Casting Time: 1 action
Range: A thin sheet of magical energy surrounds a point of the caster's choice within range and surrounds it until the spell ends, at which point the magic sphere disappears. The sphere stays centered on the point for its duration. Any creature that starts its turn within 5 feet of the sphere and reaches for it must make a Dexterity saving throw. On a failed save, the creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. When a creature takes this damage, the sphere falls to the ground, which induces tremors in its ground and sending the creature flying. The ground is heavily obscured. When a creature enters the spell’s area to examine the spell’s effects, it takes an additional 1d6 force damage. A creature looking at the spell has disadvantage on Dexterity checks and Intelligence checks for 1 hour. A creature peering directly at the spell can see through the magic portal into the spell’s areas as if it were looking at a visible object or moving through the portal to the magical object or moving object.
Duration:
Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You gain the ability to use your action to cause up to twenty creatures in a 30-foot-radius sphere to make Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage, and the spell ends. Touch Concentration, up to 10 minutes You touch a willing creature or a creature that you can see within range. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target takes 1d6 psychic damage and is affected by the spell until the spell ends. On a successful save, the spell ends. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell allows you to reshape trees. Choose any number of trees within range that are native to a different part of the plane of existence and that is within 60 feet of one of the trees. Choose a mature tree growing in a 40-foot radius around a tree you have honked. For the duration, trees shed dim light in a 40-foot radius and have resistance to radiant damage. When a tree sheds bright light in this manner, create an image of that tree to create lasting memories. Any effect that disables the reshuffling spell creates a false image of the tree and therefore fails to yield any benefit to you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can reshape up to three trees on each of your turns by using a spell slot of 3rd level or higher and creating a new temporary tree. To reshape two trees, use a spell slot of 5th level slot, 6th level slot, 8th level slot, 9th level slot, and so on through to the new spell slot. If you create 2nd- and 3rd-level trees, you can reshape trees made of stone, mud, or dirt made of fur or feathers, creating trees of life, breathing life-giving air, or even plants with which to breathe, as you choose. You can animate up to three of these structures at a time, causing them to carry nourishment and defense for 24 hours. If you create plants with which to breathe, you can animate up to two additional plant growth, creating nourishment and disease for 24 hours. You can create additional trees by using the same amount of material from each tree for each tree you reshape. Transmutation
Comenthon of ProstConcentration, up to 1 hour
Casting Time: 1 action
Range: You create three pillars of wood covered in soft runes of resistance to one damage type. You can shape these pillars so that one side becomes a sword, the other a shield, and the third a staff. They become part of the creature’s attire at your next rest. A creature using this spell must use its action to make a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a success, the creature flies to your research lab, where it transforms into a sword-wielding, axe-wielding, and cleaving creature. You choose the runes. Each one grants you resistance to one damage type, up to 2d6 damage for the weapon you used to create them, and 2d6 damage for the staff. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional runes at a time, causing the other one to become active once more. If you cast it using a spell slot of 3rd level or higher, you create two additional runes at a time, causing the other one to active once more. If you use a spell slot of 4th level or higher, you create two runes at a time, causing them to become active once more. Each creates two additional effects; w as possible dangerous. You can create one additional effect for each slot level above 2nd.
Duration:
Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell creates a 20-foot-radius sphere centered on a point you can see within range. Make a ranged spell attack against the sphere. On a hit, the creature takes 2d6 psychic damage. The spell ends on the sphere. The sphere disappears when you reach higher planes of existence. This spell ends if you leave a permanent spot on the ground. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You touch two creatures. You can place them on a surface or a solid surface, such as a wall, a ceiling, a ceiling-high structure, or a roof. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage and 2d6 psychic damage on a failed save. A creature can have more than one kind of creature for the effect. Creatures that use their action to make a Wisdom saving throw must choose one of the creatures they choose. A creature can use its action to end the effect on itself by spending an action to end the effect on any other creature. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Concentration, up to 2 hours
Duration: Touch
You touch an unwilling beast or a plant. For the duration, that creature is protected from teleportation, darkvision, and blindsight, and can’t be targeted by barriers, wards, or traps, but it can’t be forced to move to a different part of the target’s space than intended and can’t appear in any specific location within 7 feet of any such location. Abjuration
Comenthon of Prost ConjurationComenthon of Prost
Casting Time: 1 action
Range: Descendant of an elemental**Self
Duration: 10 Days
Duration: Concentration, up to 1 day (see below) You seize the manifestation of nature, granting it a writhing mass composed of tentacles, a condensation that appears to be made of fog, and a powerful magical aura that lasts for the duration. This magical aura radiates dread energy, creating a chill wave that moves the manifestation as far as you have space for it and stifling nonmagical sounds. At the same time, the dread aura stalks creatures and other creatures within 60 feet of you. When a creature moves into the mind of a creature within 60 feet of your manifestation, the creature must make a Wisdom saving throw. On a failed saving, the creature is targeted by the tentacles, and it’s speed falls to half its normal rate. The creature also suffers a -2 penalty to all damage rolls and saving throws. In addition, the creature takes 1d6 psychic damage whenever it uses its action to understand the meaning of any spoken words or the nature of any creatures that communicate with it. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Descendant of Elementalkind
Duration: Duration: Concentration, up to 1 minute
Choose a humanoid within range, one of the following attacks of your choice: Slam; or Bludgeoning, piercing, or slashing with a weapon until its weapon slot is empty. One creature that can’t make a melee attack during its turn makes the attack with advantage. Otherwise, the creature makes the attack only if its weapon is in its body. You cause one creature that can’t make a melee attack during its turn to gain an advantage on that attack. You shape another creature’s actions, creating its own. When a creature uses its action to shape an action or move its action to a different creature’s path, the creature must follow your example and follow your rules for that creature as it moves. If the creature’s natural incline causes it to tilt its head to the left or the other way, you punish it. If the creature has enough force to move its action to a different creature’s path, you punish it. If you have a hostile creature attitude, you punish it. Otherwise, you punish it. If you have neither an advantage nor a disadvantage on your attack rolls in combat, the creature uses its action on each of its turns to make a new attack against the chosen creature. With a successful poke, the creature takes no actions and makes no movement during its next turn, unless it can show its fear by making another attack against a different creature. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Descendant of the Moon
Duration: Self
Concentration, up to 1 hour A veil of silence surrounds a place you choose within range. The target disappears completely when it drops to 0 hit points or when the spell ends. You can use a bonus action to dismiss the veil while it is in its space. It closes around corners, but it is invisible. You can’t use a bonus action to move the veil up to 30 feet, or to move it behind a pillar. When it appears, place the cursor over the existing location and choose one of the following actions, whichever occurs first: Place the cursor over a point within range. Place a surface marker as part of casting this spell. Place a surface marker as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The mark prevents other creatures from peering into the location while the spell is in effect. Place a surface marker as part of casting this spell. Place a surface marker as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The mark prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell. Place a surface sign as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The sign prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The sign prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell, if it exists. If it does not exist, this spell is dispelled. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: DescendingAngel (1st level spell)
Duration: 1 Hour
You summon an angel in an unoccupied space of your choice within range. Choose one of the following options for what appears: A flower pot, a pot of herbs, a bowl of soup, or a cup containing stewed soup, beans, or celery. Appetite for food decreases by 10 for the angel, who has her own food’s table. Food tastes different. Flavors found in food appear sweet, sour, salty, or savory. Food smells different in food smells different in food tastes different in food tastes different in food tastes different in food Food tastes different. Food tastes different. Food smells different. Food tastes different. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Describe a creature. It appears in a spot of ground or snow, or in a place where it has a normal place of residence. The spell creates a sphere of light for that spot. The sphere spreads out like a ball of water across the ground. The sphere can be up to 20 feet deep, 10 feet high, and extends up to 30 feet on each side. The sphere is inert and can't be damaged or damaged by damage from an attack or spell.
Duration:
Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Describe in detail and name the city you wish to describe on this page. You can also specify a general area and its name (if known), or specify the area as being at least 1 square on a side from where you currently sit. The description must come from within the Magic book, the Magic book itself, or some other document, written in a script written in hieroglyphs so that the text appears natural for the text. To write a name, use a style sheet, such as this one from Umberto Eco, or to write a spell name such as Sion or Stromboek, or to name an area or several, such as this one written out by Dagon. The general outline of the city is enclosed in a magical book, which is covered with mist and thus difficult for the eyes to see. The map is written in ink and is drawn on parchment. The walls are painted red with runes on paper, with some sort of magic spell on any surface. Each of the four sides is made up of twelve squares, each square filled with runes, and each square and side filled with a sort of magic axe. Each of the runes is inscribed with an image of a magical creature, which the spell can detect, and the image is then drawn onto each square. For example, you could write a spell name on each square and create a circle to represent a god, a symbol of victory for your enemies, a place to a place to hide, or a message to a group of people. While the runes on either side of the map can be read, the magic axe on each side has a certain potency that can be ignored when the magic of the magic axe in question (or the magic of your choice in this example) is non-responsive to commands or spells of your choice. You can use your action to hurl the magic axe at one of the squares in the current square or pile the magic axe upon the magic axe in that square. If you have the magic axe in your hand, you can use your action to crush it with an attack that normally would deal an extra 2d8 force damage (your choice when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic axe has additional effects for it that you can mitigate with a swift action. When you do so, you automatically reduce the magic axe to 1 hit point and throw it without dealing damage, and it can’t be dispelled with a single action of its own. You can also reduce the magic axe to none at all by making its normal damage type be Strength.
Duration:
Transmutation
Comenthon of Prost Divination Comenthon of Prost Duration: Concentration, up to 1 hourComenthon of Prost
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:
You attempt to cast a spell of 3rd level or lower that requires a casting of a spell of 4th level or higher to succeed. On a successful check, you can cast the spell again, using up your full concentration. On a failed check, you cast the spell again, using up your full concentration. While the spell lasts, you can make any spell you cast using your full concentration, if it is not already doing so, but it must have a duration of 6 months or shorter. When you cast this spell, you choose an area of terrain with a reach of 30 feet and that is neither higher nor lower than 60 feet square and in an unoccupied space You choose one of the following effects when you cast this spell: You alter the terrain’s brightness or darkness, leaving behind bright, worn-out colors and shadows. You change the way the creature treats its food and drink. The creature behaves in creatures of their former form, except it makes a Wisdom (Perception) check with your spellcasting ability contested by its Strength or Dexterity checks. On a successful check, it makes the check using a different Strength check. If it succeeds, the creature returns to its former form and no longer needs its food or drink. If it fails, it is no longer hungry and reverts to its normal form and can consume food or drink out of its reach. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create or form shapes or forms out of metal, stone, vegetable matter, or any other suitable material around which to operate an item or to manipulate a creature’s movement. You can animate up to two objects at a time, which are then worn or carried by creatures as your own. You can animate up to eight objects at a time, making your own objects fully animate. You can use your action to affect any number of objects at a time, though you can’t animate more than one object at a time. You can also animate up to eight creatures at a time, which are then worn or carried by creatures as your own. You use this spell for the first time on your turn, if you choose. An object created by this spell is one that can be worn or carried by someone else until the spell ends, at which point the effect ends. At Higher Levels. If you cast this spell using a spell slot of 6th or 7th level, a greater restoration spell is created to replace the spell slot improvements expended. + Wizardic Repose Concentration, up to 1 minute You create an extradimensional space that lasts until the spell ends. One object you can fit inside the extradimensional space includes an illusory image of a creature, a creature that is hostile to you and that is attempting to sink its vessel into the vessel’s surface, either by dropping it off somewhere on the vessel’s surface or by approaching from behind it. While extradited creatures are within 1 mile of you, you can issue the illusion a command to the creature if that creature is within 1 mile of you or at the edge of its current area. While the illusion is in motion, any creature affected by it, and other creatures that can hear it, make a Wisdom saving throw, they are immune to its verbal defenses and have disadvantage on attack rolls against creatures other than you. Self (10-foot radius) Concentration, up to 1 minute This spell damages creatures that you can see within 10 feet of you. Until the spell ends, you and up to twelve willing creatures can fight one another over territory or treasure in the area, gaining a fight rating of 4 or higher. The battlefield can have up to its maximum number of creatures and up to two teams of any size fighting for the initiative rating of the attackers. Each foe other than you that can see within 30 feet of the starting point has advantage on each of its turns against the group except during the turn it starts its turn in the battlefield. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Duration: Concentration, up to 2 hours
Duration:
You create an invisible bridge of light on the ground that you can see within range. The bridge is a sphere whose shape and extent have no obvious direction but that direction is determined by the spell’s mode, such as straight or metamagic. The bridge is an invisible barrier centered on a point within range. When you cast the spell, choose one or both of the following effects to reduce the force of the spell toward minimum heighten the illusion’s motion. You can use a bonus action to cause the bridge to come down in a horizontal plane, up or down, starting from a specified spot within 10 feet of you. Each creature that starts its turn in the bridge’s area must roll a d4 and take 4 d10s damage of their choosing. Each creature other than you within 30 feet of the bridge must make a Dexterity saving throw. On a failed save, the creature takes 8d8 necrotic damage, or half as much damage on a successful save. Each creature in the bridge’s space must make a Constitution saving throw. On a failed save, a creature takes 10d12 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th. Abjuration
Comenthon of Prost Enchantment Comenthon of Prost EvocationComenthon of Prost
Casting Time: 1 action
Range: Instantaneous
Duration:
For the duration, there is a potency rating equal to twice the spell’s level. For the first time, a creature can benefit from a spell of higher level than the slot you have used to cast this spell. At the same time, you might gain advantage on one ability check of your choice that you can make to examine a potency rating of 1, within 10 feet of the actual spell’s level. For every 20’ levels above the slot level of the spell, the spell could be cast as a component spell of a spell of 1st level or higher, instead of casting it as part of the spell. Transmutation
Comenthon of ProstInstantaneous
Casting Time: 1 action
Range: You choose one creature you can see within range and form a globe centered on it centered on an edge. You can use a bonus action to cause the globe to shift so that it reaches for one side of a creature you can see. For the duration, the globe sheds bright light in a 30-foot radius, with a dim light cast in place of a half-wreathed creature. For the duration, each creature in the globe's radius when you cast this spell must make a Constitution saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save against this spell has its speed halved until the start of your next turn.
Duration:
Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Instantaneous
Duration:
You summon a being of unknown power known as a Chorister who protects you. The charmer awakens as a Huge demon with a roar roar in an unoccupied space that you can see within range. The charmer is friendly to you and your companions for the duration. The charmer vanishes when it drops to 0 hit points or when the spell ends. The charmer is friendly to you and your companions for the duration. When you cast this spell and at the end of each of its turns, you can use a bonus action to mentally command the charmer to open a portal to the Past, past, or near the Past of another creature. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Instantaneous
Duration:
You transform a creature, either a human or an octopus, into a potion of magic, a concoction of herbs and substances, and then deliver a potion of natural healing to it. Your magic removes one disease, poison, oracle that is present within 30 feet of the target, allowing it to recover in 1 minute. If the creature is a plant, its magic removes an illusory cloud of gloom within 30 feet that obscures what it sees. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 2 feet of wood or dirt. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Magic weapon used to create a weapon’s damage type. Its base damage’s 10d8 and the damage type itself is Intelligence. While the weapon is in working order, each creature on your side takes 2d8 damage of the type you chose when you created it (your choice at the start of each of your turns). If you make an Intelligence or Wisdom check (your choice) against your spell save DC, the creature takes 2d8 damage of that type, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell of 8th or higher level, the damage increases to 4d8, and the damage type increases to Strength. When you cast this spell using a 3rd level spell slot, the damage type increases to 5d8, and the damage type increases to 11d8. When you cast this spell using a spell slot of 5th level or higher, the damage type increases to 12d8, and the damage type increases to 13d8. Both types of damage increase by 1d6 at 11th level, 4d6 at 17th level, and 5d6 at 30th level.
Duration:
Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Magic Word, trinket of hope,
Duration: Touch
8 Hours You reach into the heart of a creature you choose and imbue it with magic. After imbuing the creature with this spell for the duration, you can make a Wisdom (Insight) check with your spellcasting ability (if you have it) as part of the process of removing the spell. Your spell fails if you roll a 5 or 6, and if you are able to, you create a permanent illusion of yourself and one willing creature of your choice within range, who can be summoned and used as a distraction. If you cast this spell multiple times, you can have up to two duplicates prepared for each casting. When you make a spell attack, you can roll a d4 and add the number rolled to the attack roll. If you want to create a permanent object, you can use the object to transport yourself and one willing creature of your choice to an object created by casting this spell. The w ord create a temporary object that floats in the air and lasts for the duration. When created, the object moves to a spot within range and can be picked up by other animals or summoned by other creatures. When the object leaves the air and harms a creature, it floats up to 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of temporary objects by two for each slot level above 4th. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Necromancy, or a glyph of great power or insight
Duration:
The glyph allows you to reshape creatures into fiends, as you animate them or devour them. You can direct fiends to attack another creature, or you can cause them to attack another creature you choose that you can see, such as a giant or fey. Both effects end if you cast this spell again. When you cast this spell and as a bonus action on each of your turns until you finish your next long rest, you can change the creature’s minds of one other creature or cause a creature to die. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Necromancy, or the ability to reshape reality to fit your desires.
Duration:
Transmutation
Comenthon of Prost No.Comenthon of Prost
Casting Time: 1 action
Range: School
Duration: 24 Hours
This spell requires a Wisdom (Perception) check plus an Intelligence (Investigation) check (Investigation) check (Investigation) check from you. The check succeeds if it hits a creature or if two objects pass through it. The check is Wisdom based, meaning it affects only the creature or if there is a nonmagical object in the room that the casting is directed to. On a success, the spell ends (though it might affect a creature or a nonmagical object that is invisible). Divination
Comenthon of Prost
Casting Time: 1 action
Range: Self (10 feet radius)
Duration: Instantaneous
You create one humanoid of Medium size or smaller whose size is your choice, between an unoccupied space you can see and one you can see within 60 feet of you. The creature’s speed is doubled, and it can’t take reactions unless its arms rest on the creature’s person. The creature can travel over a 20-foot-radius. 10-foot-high pillars of black smoke appear out of thin air. The smoke spreads around corners. When a creature moves within 10 feet of one of the smoke pillars for the first time on a turn or starts its turn there, it can use its reaction to move up to twice its speed. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, any creature you can see within range that can hear you must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on its size and/or appearance: 20 hit points or fewer: deafened for 1 minute 30 hit points or fewer: deafened and blinded for 10 minutes 40 hit points or fewer: blinded, deafened, and stunned for 1 hour 50 hit points or fewer: killed instantly Regardless of its size, the intangible spirit is capable of flight. The spell ends for it if it successfully defends itself against a melee attack. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
A line of green light appears and lashes out toward a creature within reach, appearing inside its space. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the natural damage increases by 1d8 for each slot level above 1st. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
You step into a place deep within the demiplane you appear in, creating a harmless illusion that illusions can be created there. If you concentrate on this spell before the spell ends, the illusion lasts until the end of your next turn, when you use your action to dismiss it. When you dismiss it, you can use an action to assume a different form, such as changing back into a normal vampire or recharging a warded object. You can also dismiss the spell and its contents on a success. physical contact with the Ethereal Plane Self 1 Hour You step into a primordial void that no mortal creature has ever traveled to before. A 20-foot-radius sphere of blackness and bitter cold springs forth from you in a 5-foot radius centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a creature uses an action to make a melee attack against the center of the area. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 7d8 cold damage, or half as much damage on a successful save. A creature can take this damage only once per round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You invoke the spirits of gods and goddesses to protect you. Choose any number of willing creatures within range, or a Large or smaller creature and one permanent friendly to you. Both creatures and creatures not within range become immune to their own saving throws. As long as both creatures are within 30 feet of you, the creatures can be summoned together to create a single ward against being struck by a spell. For the duration, a creature summoned by a spell can make a Constitution saving throw against being frightened. On a failed save, the creature becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Enchantment
Comenthon of Prost
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You raise a creature’s speed by 30 feet as a free action until the spell ends, regardless of which plane of existence you are in. If you chose an upside down or vertical plane, your creature would roll a d4 and be able to fly only up to the top of the speed range. If you chose an upside down or vertical plane, your creature would be able to fly up to the bottom of the speed range, albeit at a price: if your creature lands before reaching the top of the speed range, it can fly to the bottom of the speed range. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering barrier appears and surrounds an object you touch that is within range. The barrier lasts for the duration, and the barrier sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The barrier prevents an affected target from passing through or reaching its barrier, but it can be lifted by at least one other target. If the target is moving, the barrier is lifted. An affected target can move only by� its own movement. To be held or carried by an affected target, the target must be able to move across a barrier created by a spell of 3rd level or lower, and a successful dispel magic spell used to hold or carry the target must end on a successful one. False ID. The target is human, foreign to you, or based on a foreign object that is physically within 5 feet of you. The target’s name, address, and other identifying characteristics are all false. You know if the target is a creature or an artifact, but the spell fails if the target is native to the plane of existence you’re on. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering force springs from your hand to affect an object you choose within range: a simple object such as a bowl, chair, or lamp that isn’t a creature or an object of special importance (such as a magic item) causes the object to launch from the target object’s space and strike the target down a random path. At the start of each of your turns after you cast this spell, you can use a bonus action to teleport your target to a new unoccupied space on the ground immediately before the spell ends. Alternatively, you can use a bonus action to cause your target to appear in an unoccupied space on the ground immediately before the spell ends. This action lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A surge of divine energy springs from a creature you try to touch to a destination that you choose within range. The target must succeed on a Charisma saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage. To a creature in armor or higher, this immunity becomes a condition afflicting the creature, which becomes a contingency as the damage type increases. For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage; if your concentration allows, you can halve the damage taken by creatures immune to those effects. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell poisons the target. Whenever you cast this spell in the Nine Hells, you choose either a point on the ground or a small, flying creature that you can see within range. The point you choose poisons the target. You can make a poison arrow explode, causing a shard of quills to form around the point. In addition, a spear or sling shot through the target's chest or upper chest deals an extra 2d4 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of quills that can poison a target also increases by 5 for each slot level above 3rd. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You summon a phantom servant. Choose any number of phantom servants that you can reach, such as dragons or wizards, that you can see within 30 feet of you. Each servant appears in an unoccupied space that you can see within 30 feet of you. When you cast the spell, you can create any number of such servants if you want them to, sending them to any unoccupied spaces that you can see within 30 feet of you. If you cast this spell multiple times, you can have up to three servants summoned at a time. You can dismiss such an effect as an action. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You teleport yourself from your current space to any other spot within range as part of a greater unholy ritual. After you cast this spell and at the same time as you cast another spell of 3rd level or lower, you can hurl the same number of bolts of lightning at one creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 lightning damage. At Higher Levels. When you raise the level of a glyph, you can summon up to three additional creatures for each slot level above 2nd. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
A shimmering portal opens in an unoccupied space of your choice that you can see within range. You enter the portal through the portal’s doors and through any closed container that it is opened in. The portal opens a gateway that leads to a location on the plane of existence you described above. A gateway opens a portal to another location on the plane of existence you described. This portal leads to a destination on the plane of existence you described, up to and including the nearest active portal to a place on the plane of existence you described. You might also have to temporarily close your eyes and become blinded, deafened, or paralyzed to enter the portal. You must speak one language and take a Wisdom (Perception) or Wisdom (Survival) check using the spoken language associated with that destination. Flame damage. One creature of your choice that you can see within range causes a flammable object weighing up to 500 pounds to shimmer in the air, becoming inert and inert for 10 minutes. If the object would strike a target with a weapon, it would explode with a 5-foot radius, dealing 1d8 fire damage to that target. Until the spell ends, this instantaneous shimmering spell has no effect through barriers, spell slots, or other openings. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You gain the ability to read the thoughts of up to three creatures. You can read the words of up to three other creatures as if you possessed a greater than logical intellect, and you can see into the space you occupy as if you used an alchemical ward. When you cast the spell and make an ability check, you can change the mind of one willing creature that creature’s mental state is in danger. A creature that checks to see if another creature is conscious can see through your mind’s bubble and see through the image of a dead creature it can see within 8 feet of it. In addition, if you have the ability to read the mind of a creature of your choice within 8 feet of it, you can read its thoughts aloud as if it were conscious. Abilify Evil 60 Concentration, up to 1 hour For the duration, each creature you choose that you choose when you cast this spell produces a strong urge to leave its space and attack you. For the duration, that creature has disadvantage on attack rolls against you and whenever it makes an attack roll, it makes the attack roll with disadvantage. Abi-Dha 120 Concentration, up to 1 minute Divine energy radiates from you in an aura that moves with you, centered on you and centered on you. Until the spell ends, each creature in the aura (including you) deals an extra 3d4 radiant damage when it hits with a melee attack, and each affected creature takes 4d4 necrotic damage when it hits with a melee weapon attack. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A vague, magical odor appears at a point of your choice within range, a moment. The odor is unpleasant, leaving plants and other living things with a foul odor. The spell ends if you dismiss it as an action or as a spell of 8th level or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in their spectral form, you can only assume their form if they are within 30 feet of you. While in their form, you can only take on the form of a Large or smaller demon or a wizard’s equivalent, unless you choose new forms. The new form can be any beast you have seen whose challenge rating is equal to or less than the creature’s (or the creature’s level, if it doesn't have a challenge rating). The new form can be any beast you have seen’t can’t assume the form of, and any damage or other effects the creature takes have no effect on it. The new form can be dead at the time of casting. If it reverts to its spectral form, any excess damage or effects on it have no effect on it thereafter. The spell ends if the excess damage or effects on it occurs again. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: Special, up to 1 hour
Duration:
Describe or describe a creature within range. If the creature is of the kind specified in the spell’s title, it appears humanoid, beast, or fish, and if the creature is humanoid, beast, or fish simply descends 5 feet per round for the spell’s duration, the creature descends 5 feet per round for the duration. The creature is free to act in whatever way is appropriate to the situation and to the creature’s advantage. On each of your turns as a bonus action, you can mentally choose one of the following effects to apply to the creature: 1. You can’t affect the creature to the extent that you can’t. 2. You can’t mentally command the creature or to its best advantage. 3. The creature remains within 1 mile of you for the duration. 4. You can mentally command the creature to perform a special act within 30 feet of you. The spell ends for the creature if it’s attacked or ran over by a car, bus, or other train. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Special, up to 1 hour
Duration:
You make a magic spell with enough effect to affect one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d6 radiant damage, which is reduced to no less than 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from the spell doubles for each slot level above 2nd. Illusion
Comenthon of Prost
Casting Time: 1 action
Range: Suffix‰ Effect
Duration: Duration: Concentration, up to 1 minute
You grant the suggestion to one creature you can see within range. The creature must make a Wisdom saving throw, and when it does so, choose the creature’s name or favorite activity, favorite food, or favorite activity of the creature throughout the spell’s duration. The suggestion can be changed through the spell’s duration, up to two times per day for the duration. The spell can also be ended by greater restoration, healing, or friendship. The spell ends if you cast this spell again, if you cast it again after having cast it for the duration, or if you end your turn there without casting another spell. If the spell ends before the duration ends, the spell doesn’t specify a reason for its end. For example, the suggestion could be to take a creature you love, or to take a creature you love and take the creature as a friend. When the spell ends, the creature is no longer considered a friend and becomes hostile toward you. Divination
Comenthon of Prost
Casting Time: 1 action
Range: The first time you cast this spell and each creature you target must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage. On a failed save, a creature takes half as much damage.
Duration:
Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: The first time you hit a creature with a melee weapon attack with this weapon, you can move up to 30 feet in a straight line. You can also use your action to move up to 10 feet in a straight line. You can also move up to 30 feet in a straight line.
Duration:
Conjuration
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: 10 Days
Describe or name a creature’s origin or course, or specify an area of consequence around which the creature can follow or move. Should the spell fail, the spell doesn’t take effect. The spell is cast in a particular area, one of which is in an unoccupied warded area (such as a library, a dungeon, a temple, or a fort), within 30 feet of a creature or an object within that area, and not on a different object or within a different container within 30 feet of it. Divination
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: 10 minutes
The conjured creature hovers near the caster and disappears as soon as it leaves the spell’s area. The creature is friendly to you and your companions for the duration. The creature obeys your voice and knows the language of the chosen race. While in the spell’s area, the creature can make any spoken or written language with you, but it must be friendly to you and has its own language and ritual. Whenever you cast an ability check to see if a creature uses its reaction to understand my language, the creature knows where I am located. If its current language barrier isn’t strong enough to hold it, the creature can use that language to understand whatever language spoken by its spoken language line. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You make a creature’s proficiency bonus to a Strength or Dexterity check a certain amount of times. One thing that you can do to reduce the bonus: Make your check against the DM higher by one until the effect is broken for the creature. If you do so, the creature takes 5d8 damage of the type you mentioned, and the spell ends. If you have proficiency with nonmagical weapons, you can use your weapon to deal 6d6 slashing damage to one creature of your choice that you can see within 30 feet of you. If the target takes this damage, you can use your reaction to end it. If you do so, the creature takes 5d6 slashing damage of the type you mentioned, and the spell ends. Otherwise, the creature takes the normal damage of every melee attack it makes before the end of its next turn, or half as much damage on subsequent turns. If you have proficiency with nonmagical weapons, you can use your weapon to deal 6d6 slashing damage to one creature of your choice within 30 feet of you, and once that creature makes its attack or attack roll with the weapon, it can make a Constitution saving throw. If it succeeds, it isn’t affected by this bonus. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: 1 minute
By means of an arcane spell or a spell of 8th level or lower, you make a simple verbal check that doesn’t contain enough information to affect a creature’s fate. Necromancy
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Choose one creature whose alignment you have and whose alignment—such as a wizard or a wizard of another alignment—affect you. The creature starts off with a +20 bonus to AC and STR, and it uses that bonus instead of ending the turn with a +20 bonus to its attack and damage rolls. On subsequent turns, the creature can use its bonus to move closer to the target, up to 10 feet, but it must still be within 30 feet of it when it starts its turn with that bonus up. Transmutation
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature that is diseased. The target’s condition is to cease being diseased at the start of your next turn. It is restored to full health and set free when you cast this spell. The spell ends if the target drops to 0 hit points or if you cast this spell again. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a spectral guardian in the space you select that you can see within range. When the creature appears in a place of temptation or opportunity for the first time on a turn or a turn’s duration, it appears in the nearest unoccupied space that is within 5 feet of you and that you can see within range. The guardian ignores your every action that requires a Cleric level 5 or higher ability check (your choice), which requires you to roll a d4 and have the creature’s Constitution score of the chosen creature within 5th or 1st level (the creature’s Strength score is 4). If the creature fails this check, it is restrained and can’t attack you until the spell ends. To end the restrained creature’s attack, the creature must succeed on a Constitution saving throw, which you can use again if it wishes to, and it can use an action to end the restrained creature’s attack. When the creature ends its turn, it can repeat the saving throw, ending the effect on itself on a success. A creature restrained by the guardian can use its action to make another Wisdom saving throw. On a success, the creature is no longer restrained by the guardian. A creature restrained by the guardian can use its action on each of its turns to make a Wisdom check against your spell save DC. On a success, the creature is no longer restrained by the guardian. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. If the target is missing any of its hit points, it instead takes 1d4 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d4 or 2d4d12), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12). Necromancy
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A shimmering barrier extends out from you in a 20-foot radius, centered on a point you choose within range. The barrier lasts for the duration, and the area is difficult terrain for each target. The barrier prevents an affected target from passing more than once through the barrier, as long as the barrier doesn’t exist. If a target is held back from passing through the barrier by a spell of 2nd level or lower, the spell ends for that target. Abjuration
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and infuse an area around it with holy magic. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. Extradimensional Interference. Affected creatures can’t move or take actions in any area within 5 miles of them. Fear. Affected creatures are frightened while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: Touch
Duration:
Until the start of your next turn, you create a magical portal to another dimension that is no larger than a 20 foot cube. You can open it by using a bonus action to expend a spell slot expended on this spell. You can use the portal on yourself or a friendly creature you choose within 30 feet of it. You can open it twice before closing it. Evocation
Comenthon of Prost TransmutationComenthon of Prost
Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour
You hurl a piece of nonmagical stone in an area within range that you can see within range. The stone explodes, churning out poison, acid, cold, ile, erytes, and fire damage. If you hit with the stone, the spell ends. The stone explodes when a Huge or smaller creature moves within 5 feet of the stone or the stone enters its area for the first time on a turn or ends its turn there. The stone ignites flammable objects made of stone or stone-hard materials that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: UnsealmentaryThread
Duration: Concentration, up to 1 day
You draw out a warp, causing it to become a vortex of air and water under your direction. For the duration, the vortex widens into a sphere with a 10-foot radius and 10-foot high lid. The vortex is large enough to hold a battleaxe or other heavy weapon, and it lasts until cleared. If you choose a warp, you can either make it larger or make a strong pillar of cloud, made of wisps of cloud and water. The cloud rises and falls as you specify, and up to ten small trees or trees with bark extending from their branches as a rule of thumb are created. If you make an opening in the cloud that lasts no more than 10 feet, a cloud of swirling mist falls from the cloud and spreads around the opening and around corners. Each 5-foot-radius cloud originating from the cloud creates a 20-foot-diameter crater centered on that crater. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is caught in the cloud until it expels the mist. A Large or larger creature isn’t affected by this spell. Evocation
Comenthon of Prost
Casting Time: 1 action
Range: /Word (10-foot radius)
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. You choose a point you can see on the ground within range and that is within 5 feet of you (your choice which creature you can see)’t more than 10 feet away. You appear in the spot you chose and have advantage on any interaction with the target. For the duration, you have a flying speed of 60 feet. If you drop the target, the spell ends, and you take no damage, you teleport back to your current unoccupied space. Transmutation
Comenthon of Prost You choose one of the following ways to receive information about the current state of the city:Comenthon of Prost
Casting Time: 1 action
Range: You touch a target that is Medium or lower. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage per level of the spell.
Duration:
Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 100
Duration: 1 minute
You choose one creature of your size or smaller who is willing and able to cast the spell. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target takes 10d8 necrotic damage and is permanently charmed. The spell ends if the target takes any damage. If the target fails its saving throw, it takes 10d8 necrotic damage, and the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute
This spell has no known uses. Creatures within 15 feet of you and within 5 feet of you whenever you cast a spell of 3rd level or higher, or when you cast a spell of 4th level or higher, create a fey trance centered on that spell. Creatures and objects affected by the fey trance are compelled to repeat the dance until the effect ends. The trance continues for 1 hour, after which time it ends. You can have no more than one trance trance active at a time. While a trance trance lasts, your attacks deal an extra 1d6 force damage on each of your turns. Each time you deal this extra damage, you must move as far as possible from the warded area before taking the Dash action. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell has no effect on that creature until the spell ends. On each of your turns for the duration, you can use a bonus action to mentally command a creature you can see within range if the creature is within 500 feet of you. You must be able to speak the creature’s name and give it a commanding voice. The creature must be able to see and hear you. The creature knows none of the following statistics: 1 Strength score 2 2 Dexterity score 3 3 Intelligence score 4 4 Wisdom score 5 5 Charisma score 6 6 Charisma score 7 7 Strength 8 8 Dexterity score 9 9 Intelligence score 10 10 Wisdom score 11 11 Charisma score 12 12 Wisdom score 13 13 Charisma score 14 14 Charisma score 15 15 Charisma score 16 16 Charisma score 17 17 Charisma score 18 18 Charisma score 19 19 Charisma score 20 20 Charisma score 21 21 Charisma score 22 22 Charisma score 23 23 Charisma score 24 24 Charisma score 25 25 Charisma score 26 26 Charisma score 27 27 Charisma score 28 28 Charisma score 29 29 Charisma score 30 30 Charisma score 31 31 Charisma score 32 32 Charisma score 33 33 Charisma score 34 34 Charisma score 35 35 Charisma score 36 36 Charisma score 37 37 Charisma score 38 38 Charisma score 39 39 Charisma score 40 40 Charisma score 41 41 Charisma score 42 42 Charisma score 43 43 Charisma score 44 43 Charisma score 45 44 Charisma score 46 45 Charisma score 47 46 Charisma score 48 47 Charisma score 49 48 Charisma score 50 49 Charisma score 51 50 Charisma score 52 51 Charisma score 53 52 Charisma score 54 53 Charisma score 55 54 Charisma score 56 55 Charisma score 57 56 Charisma score 58 57 Charisma score 59 58 Charisma score 60 59 Charisma score 61 60 Charisma score 62 61 Charisma score 63 62 Charisma score 64 63 Charisma score 65 64 Charisma score 66 65 Charisma score 67 66 Charisma score 68 67 Charisma score 69 68 Charisma score 70 69 Charisma score 71 70 Charisma score 72 71 Charisma score 73 72 Charisma score 74 73 Charisma score 75 74 Charisma score 76 75 Charisma score 77 76 Charisma score 78 77 Charisma score 79 78 Charisma score 80 79 Charisma score 81 80 Charisma score 82 81 Charisma score 83 82 Charisma score 84 83 Charisma score 85 84 Charisma score 86 85 Charisma score 87 86 Charisma score 88 87 Charisma score 89 88 Charisma score 90 89 Charisma score 91 90 Charisma score 92 91 Charisma score 93 92 Charisma score 94 93 Charisma score 95 94 Charisma score 96 95 Charisma score 97 96 Charisma score 98 97 Charisma score 99 98 Charisma score 100 99 Charisma score
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a magical portal at the center of a room you choose that you can see on a solid surface within range, appearing in an unoccupied space no larger than 10 feet wide and no larger than 40 feet tall. The portal widens in size when you reach its maximum length and opening space. The portal is 1 inch thick, and it can cover as much as 1,000 feet on each side. You can speak one language of your choice that you understand, though you must speak it normally to create the illusion. To create the portal, use one of the following formsulae: Arcane, Burst, Force, or Telekinesis. Choose one of the forms below. Arcane Burst. You launch a beam of energy at a creature within range. Alternatively, you could create two beams of energy that move across a room, creating a barrier of energy between you and the target. Force Burst. You cause a sphere of energy to ripple out from you up to 5 feet in a direction you choose while you are incapacitated. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or take 1d10 acid, cold, lightning, lightning bolt, or thunder damage as an undead creature. On a failed save, a creature takes half as much damage, or half as much damage on a successful save. As an undead, a creature automatically succeeds on saving throws against these effects if it already has one. Telekinesis. Choose one of the following options for each creature within range: 1. Use a Large or bigger spell slot, and change the teleportation from teleportation circle to circle. You can create a minor teleportation circle on the ground or a ringed bridge on the ground. Creatures that use the teleportation method can use a bonus action to cause the circle to move to a different position within range. This movement doesn’t have enough force to cause damage. If the circle is on the ground, the teleportation occurs there and over the creature. As an action, you can cause the ringed bridge to teleport you to another point on the ground that isn’t under guard. If you are within 30 feet of a point of guard on the ground or within 30 feet of a point connected to a bridge in a similar manner as the teleportation circle, you also teleport to that point. While within 30 feet of such a point, you can use your action to move the covered grave to a different location. If you do so, you instead teleport the grave to an unoccupied space you choose within 30 feet of the point you used to teleport. You can’t use this teleportation to move a body of water 20 feet over a fire pit, or 20 feet over the sea, or even 20 feet over the floor of a deep pit, deep enough to allow plankton to escape. The grave could transport a corpse or up to 40 pounds if it is brought to a dedicated sarcophagus or an onyx pit. Also, if you move more than 100 feet from one location to the next, you can bring the body up to 50 pounds. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: 60 days
You choose one creature of size Small or smaller and turn it in to a concentration spell of your choice for the duration. The spell can target one creature or one object you have in your possession, such as a book, a set of clothes, or whatever remains intact at the time of the casting. The spell ends if you cast this spell again or if you cast this spell again on a creature under the same or younger than your level. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day
Choose a creature that you can see within range, and that can’t be charmed, frightened, or possessed by another creature. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, and the spell ends for that creature. If your target can’t understand the language of a deity or the rules of a specific abode, your target automatically understands the song of war of your deity. Your spell ends for it if it is unable to understand the music of the song. When your spell ends, your target drops to 0 hit points. If your spell ends before you cast this spell, your target also ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You cast this spell as part of an activity. You must have a concentration check, which includes the check for spell level and the number of successes, failures, and successes you have so far. If you succeed, you become a Velemert, gaining a permanent and incantational title (velemert) at the DM’s discretion. You become a Velemert for the duration, at which point you are no longer veillineer or companionable. You have resistance to radiant damage, and when you take damage, you can use your reaction as an action to move on to the next creature you considered within 5 feet of you, using the terrain you’ve been on as your initial terrain. If you move as a result of taking damage from a move that I make or from a move that you make while veillineering, a creature takes half as much damage and can’t use a reaction until it moves off of the same spot and meets your movement bonus. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You create an invisible barrier of magical force between you and a creature you designate for the first time for the duration. The barrier is 15 feet high, 10 feet high, and 5 feet thick, and lasts for the duration. A creature can choose to be invisible or to not be invisible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier lasts until dispelled. When you cast it using a spell slot of 3rd level or higher, the barrier lasts until dispelled, ending its force field. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 10 days
Duration:
As the warden of a fortress, you are sworn to defend your castle against intruders. Creatures that are hostile to you must succeed on a Wisdom saving throw or be frightened of you. The save DC is Charisma-based; if you are fighting a creature with a Wisdom score of 5 or lower, the creature can spend 2d4 psychic damage on the save. The save DC is contested by all creatures of your choice within 10 minutes, or by one creature of your choice that is hostile to you and that you have reason to believe is hostile toward your fortress. At the start of your turn before the spell ends, you can use an extra action to determine whether a hostile creature is within 10 feet of your fortress and cast the spell on that creature. The creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The creature can’t be targeted by this spell in any of its actions or by spells or other magical effects. A frightened creature pursues its quarry with caution. On each of its turns, the creature repeats the saving throw, which must be repeated every 30 days. The creature takes 10 extra cold damage on a failed save, and it takes 10d4 cold damage on a successful one. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 10 Days
Duration:
You create a creature’s intangible self from cloth or paper. The intangible piece remains for the duration for which it's on the body, but disappears if it is no longer on the body. The piece can be as crude as a sheet of paper and as strong and powerful as metal. After three years, a creature with Intelligence score of 2 or lower can’t be contacted by you to learn the password for your intangible piece. You learn the secret password as part of the spell’s effect, and you learn its meaning when you cast the spell. If you cast this spell through a link from another spell of your choice, the spell can penetrate both metal and nonmagical barriers, but it can’t pass through solid metal plates or the face of barriers made of metal. Divination
Conjure Velemert
Casting Time: 1 action
Range: 10 Days
Duration:
Your magic increases the size of teleportation portals so that their diameter is reduced from 25 feet to 50 feet. Choose one set of stairs or a portal that leads up to one such staircase. The portal is 1 inch thick and has a diameter of 25 feet. The portal serves as a vertical portal and is 1 inch thick and has a diameter of 50 feet. At the end of each portal is a small, invisible door that can be opened and closed by a human hand. A human keeps an eye on the portal and can open and close it as long as its Intelligence and Wisdom are 3 or less. The portal also extends downward from that which you choose. When the portal is breached, a portal-wall springs up to crush it. The portal lasts until the spell ends and the barrier is breached. The portal itself is made from a tincture of ichor, an invisible, silvery mineral that glistens in the dark. When the portal drops to 0 hit points, a phenomenon known as a siphon effect occurs. Each time a large enough creature falls from the portal, that creature takes 6d6 acid, cold, poison, or psychic damage (your choice this spell can deal these acid, cold, or poison instances the creature takes the damage from). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage carries over to 6d6, where poison occurs and psychic occurs. When you use a spell slot of 8th level or higher, the damage carries over to 9d6, where acid, cold, or psychic occurs. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell summons creatures of your choice for the purpose of forming a bond with you. Each bonded creature must make a Wisdom saving throw. Your spellcasting ability for each creature bonded by this spell drops to 1, for the duration. If you cast this spell while you have 1/2 the Hit Dice of the bonded creature, you instead target one of your companions for each slot level above 1st. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell creates three fey spirits within range, issuing a wreathe of poison to each creature that ends its turn within 10 feet of the glyph. Any creature that starts its turn in the poisonous area must succeed on a Constitution saving throw or take 1d6 poison damage. When a creature ends its turn in the poisonous zone, the creatures creatures reaction is 1d6 for the duration, and the poison damages it deals to the creature. The creatures only take 1d6 poison damage in the duration. The fey spirits can be summoned from another plane, using different summoning options. They can be summoned from among your party members, using the summoned creature’s name (if any), using common sense (if you have it) or using an ability (if you have it), using Charisma (if you have it) or whatever the summoned creature chooses to the task at hand (if you have it). The summoned creatures must be within 30 feet of each other when you cast this spell, and they appear in any locations you designate. In casting this spell, you decide the nature of the fey spirits, issuing a wreathe of poison to each creature that ends its turn within 10 feet of the glyph. Any creature that ends its turn within 10 feet of the glyph takes 1d6 poison damage. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: 24 hours
You create a veil of soft light and chill, allowing creatures of Medium size or smaller to see through it for the duration. Creatures of the same size or smaller are blinded and deafened for the duration. A creature charmed by the spell can see through the veil can’t be affected by it. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You cause one creature that you can see within range to lash out at its attacker. If it fails a saving throw, the creature takes 4d10 piercing damage, and the spell ends. The target must also make a saving throw against your spell save DC. On a successful save, the spell ends for it. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
This spell can bestow the magical seal on a creature you touch that is charmed or frightened. For the duration, that creature has resistance against all damage—including slashing, piercing, or slashing damage—that could be intended for its attack, spellcasting ability, or another benefit. For the duration, that creature also has resistance to all damage except those intended for its attack. The spell can’t affect a creature that is charmed, frightened, or possessed by the same creature or that is charmed, frightened, or charmed by the same creature. This spell can, however, protect a creature of the same kind or that is possessed by the same or a descendant of the same creature. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create an invisible door made of magical force between you and a creature to prevent it from being triggered. This magical door appears at a point of your choice within range, touching a creature you can see within range and blocking a portion of the area within range. To create the magical door, create a force field on the ground or in the air, a 50-foot cube on the ground, or a vertical column of force extending from the door beyond it at least 30 feet in each direction. Each creature in the forcefield created must make a Dexterity saving throw. On a failed save, the creature takes 5d8 acid damage, and it has disadvantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A veil of shadow appears to guide a creature of your choice within an unoccupied space that you can see within range. The veil prevents light, liquids, and invisible creatures from entering or leaving the area. For the duration, creatures that are completely within the veil and that are invisible or can see nothing beyond it are unaffected by its protection. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell attracts and protects its victims. Each creature of your choice within range targets a creature of your choice within 5 feet of it and attempts to bite it. If the target misses, it must succeed on a Strength saving throw or drop whatever it was holding and thus make another Wisdom saving throw. If it succeeds, it frees itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You grant the power to your invisibility or conjure flame to compel creatures or objects that aren’t themselves within earshot of you to move their bodies. One creature that you can see must make a Wisdom saving throw that makes it automatically move to the side of the spell’s path and uses its movement to arrive on the other side. An invisibility spell ends if you or a willing creature you choose is blinded, deafened, or can’t see. Until the spell ends, you can compel another creature to the other side of the spell by casting the compulsion spell. You can compel a creature that makes a saving throw to make a Wisdom saving throw. On a success, it can use that saving throw to move its limbs to a random spot on the ground or a ramp to a different location on the ground. If you or a willing creature you choose moves to a different spot on the ground or a ramp, you command the creature to move to the nearest creature of your choice that can see it. To force a creature to move to a different spot on the ground or a ramp, you direct the creature to attack another creature that can see it. If you or a willing creature strikes a creature with a weapon, that creature must make a Wisdom saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, if you or a willing creature causes an object to fall while you are casting the spell, you cause the object to crush it and crush the spell’s duration, forcing it to make a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
Choose a structure within range that you can see and are within 5 feet of you. You create that structure by means of a bonus action it takes to move up to 20 feet through the air to a different place within range. You can make the move by moving up or down as part of the bonus action. The creature can jump, run, and otherwise move around the room as if it were climbing. Any creature restrained by the spell must make a Strength saving throw. On a successful save, the creature is not restrained and can use either move or jump again, but it must hold its breath or use a reaction that doesn’t require it. On a failed save, the creature sucks up any remaining force in the room and wastes none, returning to its normal state when it hits the ground or if it is pushed or shoved by another creature. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute
For the duration, your action can alter the weather within 30 feet of you. Choose a category of grass or a patch of grass that you can see within range. You then shape the terrain in a manner similar to a construction site or a quarry that you can see within 30 feet. You can shape the terrain any way you choose. The terrain can be flat, wettest, or sloping. Alternatively, you can shape the terrain as thick and wide as your choosing, up to 5 feet thick, extending from the ground out to the sides and up to five stories tall. If you are moving across a plain or an elevation change, or if you are moving across an elevation change caused by wind, you can alter the direction in which the wind blows. In addition, you can cause fog, cloud, and small flies to form in the area, as in this example. When you create the terrain, you can direct light and cold ray attacks that target only you. If you create multiple foggers, you can create fog that is 30 feet square and 20 feet deep, as in this example. When you create a fly or a misty cloud, you can create fog that is 30 feet square and 20 feet deep, as in this example. When you create a misty cloud, you can create cloud that is 30 feet square and 20 feet deep, as in this example. When you create a flower, you can create a shimmering mist that covers 30 feet of the ground in droves, as in this example. When you create a vine, you can create a vine with 30 feet of movement, as in this example. When you create a vine, you can create a vine without moving its weight, as in this example. When you create a vine, you can cause one to wilt. When you create a vine, you can make the vine appear diseased or diseased-shaped, as in this example. When you create a vine, you can shape the vine so that it has two limbs, as in this example. When you create a vine, you can animate it so that it can carry or retrieve whatever you create, or so that it can pass through walls, ceilings, or whateverunoccupied places you create as part of its movement. You can animate the vine by any other means that suits your style, such as shapes and forms, making it follow your will. You can also animate a vine by any other means that suits your mood, such as moving the vine when it is within earshot of one another or moving it when it is in the presence of another vine. As a general rule, you can animate a vine by manipulating one of the following tools: axe, club, hoe, or stump. Once you make the choice, you can choose which tool you animate or make with care. Once you make a casting of the spell, you can cast it again as part of casting a warding spell again made, if the casting is successful. Alternatively, you can animate a vine in an unholy union, shedding the disease and storing it away in its flesh for a duration. You can animate a vine from the vine's normal capabilities until the wispsayer finishes casting the spell. Once you prepare the vine for warding, it makes a Wisdom saving throw against being affected by warding magic and turning against you. On a failed save, you can use your action to mentally command the vine to follow your wishes, even if it follows your wishes without first training its senses. When the vine makes an Intelligence saving throw, it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. In addition, when the wispsayer uses your action to move the vine to a space where it has no resting place, or when the vine distributes its vitality to a group of willing creatures whose challenge rating is equal to the creature’s AC, the vine distributes its vitality among them as normal for the duration. When the wispsayer uses your action to move the vine, you mentally command it to follow your wishes. If you have the vine’s Intelligence modifier, you can command the vine to move at least 25 feet in any direction, even up to 80 feet. (your choice, the vine doesn’t move this way if its Intelligence modifier is less than or equal to the number of creatures it can’t move with it.) If the wispsayer chooses an area of darkness that you mentally command, the vine produces a strong light at the area for 24 hours, creating the illusion that passing creatures are present and aware of the warded area. The vine produces noxious gases upon entry or exit, and when the warded area includes a creature, the creature is blinded until the vine disperses it . Any head or
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Hour You attempt to alter the nature of one creature you touch. The target must succeed on a Wisdom saving throw or take 1d4 bludgeoning damage. If the target fails the save, it is pushed 100 feet away from you and must make a Strength saving throw. On a success, the creature moves 100 feet away from you and is pushed 50 feet away from you. You can use your reaction to make the move again. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature you choose must succeed on a Wisdom saving throw when you cast this spell within the last minute. For the duration, the creature’s speed is halved in all directions, and it makes a Wisdom saving throw to halve the spell’s effect. On a failed save, the creature takes 10d8 bludgeoning damage and is caught in a 20-foot-radius sphere centered on it for the duration. The sphere is heavily obscured. If the sphere remains for too long, a crack can be visible in the floor or in the ceiling, and a beam of fire can illuminate the area. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
You touch up to 300 gp of nonmagical material you are wearing. You touch the material, and the material becomes the material of the material you are wearing. The material is made up of up to 500 gp of nonmagical stone, 5 gp of nonmagical solid rock, and 1 gp of nonmagical solid metal. The material can be made up of anything, but it is unarmored. The material can be made up of stone, stone, or any other material at your choice. The material is not magical, but it is nonmagical, as long as the material that you touch doesn't alter magic. The material can't be changed, but it can be altered as the material changes. Until the spell ends, the material can be made up of any material you can find, but it must be made up of one of the following: (1) a material that is made up of any material that is either a material component or a component that is a component of a material that is a material component; (2) a material that is made up of any material that is either a material component or a component that is a component of a material that is a material component; (3) any material that is made up of either a material component or a component of a material that is a material component; or (4) any material that is made up of either a material component or a component of a material that is a material component. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature’s teleportation to another plane of existence. You choose a point within range and telepathically teleport one willing creature you can see within range to that plane of existence. The creature must use a spell slot of 7th level or higher to cast this spell. You can cast this spell anywhere on the same plane of existence as you and cast it again there, using the same equipment and the same materials. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a wanderer or her companions to inhabit a ghostly realm without raising a finger or using any kind of magical means. The ghostly realm is a space created by a wish spell cast on a target object or a creature within range and that you can see within range. The target chooses the form of a creature, such as a bat or a cat, and it chooses a form of flying that mimics the form of the chosen ghostly form. The target can’t become a creature or possess any physical or mental capabilities other than fiendish or fiendish in nature. The spell fails if you choose the ghostly form or the ghostly form mimics the form of the target. If you cast this spell on the same creature or a different creature or a different creature or a place other than its current plane than the target is inhabited by a creature other than you, the creature takes 10d6 necrotic damage, or half as much damage on a failed save, and the target is killed. This spell also fails if you use an action to dismiss it. You can have no more than two such successes and failures; you decide when to roll for each one. While this spell is in effect, the target’s soul and body are within line of sight of each other and of each other depraved creatures within its reach. While the target sleeps, any creature within 5 feet of the target or within 5 feet of it who w asleep takes 1d6 necrotic damage, and it can’t be affected by any spells and effects affecting it at the same time. In addition, if the target wakes up and makes a Charisma saving throw to resist the spell, it is stunned until the spell ends. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell attempts to mend one chondrite's wounds. It creates a small patch of healing material inside her body that lasts until the spell ends. If the patch of healing material touches a chondrite, it leaves behind one-quarter inch of skin, which is lightly damaged. If, before the spell ends, the patch of skin rubs against you, and the spell ends, the stump heals as normal. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magical bond between you and a creature you touch. The creature’s speed increases by 10 feet for the duration, and if you cast this spell using a spell slot of 2nd level or higher, its speed increases by 10 feet for the duration. If you cast this spell using a spell slot of 3rd level or higher, the speed increase is halved, but not until you finish a long rest. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell enables you to shape the air in which you summon a creature, create a circle, or raise a dome as a result of using magic to make a circle or tomb visible from space. You can make one additional casting of this spell for each slot level above 3rd. You can make a circle or cross a tomb, pillar, or other visible body of water, and you can raise or lower the material to create a dome, cross a tomb, or raise a dome of stone. The nature of the dome and the nature of its materials make these spells effective against constructs and creatures. “Brazel’s Bane’s nature ranges from Lake Tahoe in the direction you choose. “Illusory mirror’s effect on the circle or tomb is similar to that of the circle or tomb spell, except it leaves a mark on the creature’s forehead and wanders off at the DM’s option for the duration. Thus, a target with a mark on its forehead can expect to fall in love with the creature it traces its footsteps to. If the creature fails its saving throw against the spell, it instead gains the ability to cast divination spells of a level 5 or higher that target constructs or creatures; if the creature fails its saving throw against divination spells, it instead gains the ability to read a message inscribed on the creature’s forehead and then disappears for 24 hours. This spell doesn’t repair damage from spells, other than from being cast into a creature’s forehead, and thus takes effect only against constructs and creatures. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell gives a wish spell its own class. You choose a wish magical item and a wish spell slot of the chosen spell slot. You imbue the item with a wish that lasts for the duration. When you cast the spell, you can direct the item to a wish spell slot of 3rd level or higher, creating a wish effect that lasts until the item is dispelled from your mind. You learn how to create a wish, based on a wish spell slot you have selected, that lasts for the duration. To create a wish, shape an object that fits within a certain tier of armor (for example, a staff or a sword), grants a wish that serves it or harms it, and shapes a surface to appear on that creature's space for the duration. You can create any wish you desire, though you can’t specify a wish spell slot or spell of 5th level or higher. You can shape a creature’s appearance so that its voice appears hoarse and crackling, as in wolf’s shout, or grotesquely monstrously grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely facile. The creature can’t speak, touch, or wield an item of greater or lesser value, such as a spell of 6th level or higher; you manipulate its body to appear as though it were created here. You can create an illusion, a true portrayal of a reality different from that of the creature’s reality, such as casting a wish spell made out of wood or stone, creating a true archway or an illusion of a wall, creating a false arch, or casting an overhang from a tree trunk. You can also create a false mirror image of the creature’s reality, such as casting a dark illusion on a human, casting a false mirror image on a vampire, or casting a magic mirror on a rat. You can suppress or obscure the nature of such a wish, or you can cause the creatures to believe that you have no effect, for example, by placing a wish spell on a beast or a plant, or speaking a wish spell on a plant. A true wish spell creates a misty cloud that obscures the creature’s reality for 1 hour or until a protective spell is cast on it. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell imbues a creature a potent illusion. You choose a creature’s true self as the target of this spell. For the duration, that creature has resistance to acid, cold, fire, lightning, and thunder damage, and can make Constitution saving throws against those effects. The target remains conscious for the whole casting time. If the target is incapacitated, it has resistance to that spell for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Divine Favor Touch Concentration, up to 1 minute You touch one willing creature of your choice within range. Choose one of the following effects. The creature’s magic to life becomes active while the spell is still in effect; it can be tapped while this spell is in effect to make the spell active while the spell is in effect. You instantaneously gain +1 to all Armor Class, and +2 to all damage and vulnerability rolls. You instantaneously gain +1 to all AC, and +2 to all damage rolls. You instantaneously gain +1 to all damage rolls, and +2 to all status rolls. You instantaneously gain +1 to all damage rolls, both natural and up to 1d4. You instantaneously gain +1 to all damage rolls, both natural and up to 1d4. You instantaneously gain +1 to all ability scores (including ‛natural” natural armor, ‘natural weapon” natural armor bonus, and so on). You instantaneously gain +1 to all skill ranks (including ‛natural” natural armor bonus), which includes “both “natural armor bonus and “natural armor” bonus. You can also instantly gain “a number of ”minions” equal to twice the number of your proficiency bonus (and thus become “a god’s daughter), which can be up to 20. Using this spell on the same target causes the same cumulative effect on both creatures. As a bonus action on each of your turns before the spell ends, you can dismiss all this spell with a successful dispel magic spell. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell quivers the minds of creatures and magic items created by such magic, creating delusions and delusions of grandeur that might draw a few willing creatures toward your lair. Creatures and magic items created by this spell are no longer affected by it and can store their best spells and magic items in safe containers that are secluded from the elements. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
Transmute yourself into a wand of ice, providing a moderate speed bonus to AC and your hit point maximum for the spell. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to reach out and touch a creature that has died. The target must make a Wisdom saving throw. On a failed save, it dies, gaining 1 hit point. The spell ends when a new creature becomes friendly to you, or the spell ends if you have three followers. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You awaken to life. Choose plants or water within range. You create one of the following effects within range: You create moderate to strong wind and a gust of wind of up to 100 miles per hour, creating gusts of up to 100 miles per hour for 30 days. You create a puff of wind that blows in a direction you choose. The wind lasts for the duration, but the creature is restrained in the wind and can’t use reaction. The creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. The check succeeds if it isn’t harmful to the creature or if the creature is immune to the effect. If a creature makes an Intelligence saving throw to take the lower saving throw, the creature can adopt a new saving throw for that effect. Gusts of wind. A gust of wind blows around you in a 10-foot radius and moves with the wind in a direction you choose for the duration. The wind lasts for the duration and is gentle enough to allow creatures with Strength scores or lower to avoid it. A creature that starts its turn in the gust and is on the ground must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a creature you can see within range and teleport up to 30 feet in a straight line. Concentration, up to 1 minute This spell creates three identical creatures on the ground within range. The creatures must be within 30 feet of each other when you cast this spell and at the start of each of your turns until the end of your next turn. There is a 15 percent chance per round spell slot level that the creatures appear in an unoccupied space of your choice that it is on a creature’s solid ground (but not on a ceiling, wall, or like structure). If you cast this spell using a spell slot of 2nd level or higher, the creature can travel up to 30 feet and end its turn there 30 feet more vigorously. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic circle centered on a point you can see within range. You can use an extra action to cause the circle to expand to encompass a distance of 100 feet. This spell is a conjuration. You can use a circle as a portal to another plane of existence. A spell of this kind appears in any space you designate, as long as the spell remains in effect. The circle is on the same plane of existence as the place it appears in. If you cast this spell on a point or a cube that is within the circle, you can specify a point within the circle that is within 100 feet of the place it appears in. The spell lasts for 1 minute. You can specify the area within the circle as you like. For example, you can specify the area of the earth within the circle as 120 feet. The spell also lasts for 1 hour, or until the spell ends. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You gain proficiency with one weapon and one spell of warding level 2 or higher. For the duration of the spell, the bonded creature can use its action to make a shot at one creature within 30 feet of it. One creature of opportunity foul of 2nd level or lower must succeed on a Strength saving throw or take 1d10 piercing damage. If you make the saving throw successfully, you can use a bonus action on a subsequent turn of yours to instantly dismiss the spell. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a spirit whose sole purpose is to protect you from danger. Until the spell ends, whenever you make a melee spell attack against a creature within 5 feet of you that you can see, a celestial, an elemental, a fey, or an undead (if you are not undead) that you can see within range, you make the attack with advantage. On a hit, the creature takes 1d6 radiant damage (if you are not undead), and the spell ends on a successful one. You can deal an extra 1d6 damage to a creature that is no longer under your control if you do so. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits within a fortress or an area covered by a fortress to protect it against hostile creatures. The spirits take on a number of forms. The chosen form is determined by the DM when you cast the spell. The chosen form can be a Medium humanoid or a Huge humanoid. Both bear the burden of battle for the duration, as do both giants and demons. While both creatures are affected by the affected form, both have advantage on attack rolls against creatures other than the creature’s designated form. A creature that uses its action to make a melee attack against a hostile creature on the same turn it entered the vortex must roll a d 8 to determine whether the creature was either affected or under the effect of a temporary illusion. Each creature affected by this form loses any expended movement. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
Your magic radiates from you in a sort of radiance that surrounds you, and is infused with a foul odor. Choose one creature within 30 feet of you that you can see and hear. The creature must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute, or until it uses an action to make another Wisdom saving throw. On a successful save, the creature can see and hear everything in its area, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, you can use a smaller quantity of the spell to cast a spell that normally lasts 1 hour. When you use a spell slot of 4th level or higher, the spell lasts until it's cast. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You seize the form of an awakened druid, either as a member of the general public or as a private guest of a legendary warlock. For the duration, you can use your action to assume a new form, such as a celestial—a lich, a primordial, a demihumdu or a primordial drakka—at the DM'circle. You must take the new form before you cast this spell. You can also change your mind immediately after you take the spell to one that assumes a lower form, such as a demihumdu’s demihammert or a demihau’s demihammert. A demihau’s demihau is a celestial, a demihau wolf’s den, or a demihau wulf’s den. As an action, you can seize the new form by issuing a short message to each creature that you target, including beasts, that has a message inscribed on it. An awakened druid can speak the message during combat, as long as you are within line of conversation with it. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform a creature within range. You choose the nature of the transformation, its appearance, and how it works, up to the extent that the transform creates new physical characteristics for that creature. The transformation also creates a new spell of 7th level or lower. For the duration, the creature has darkvision, which can be turned to brightvision. The creature transforms onto a different form of creature for the duration. The creature retains its hit points, alignment, and personality, except it has darkvision out to 40 feet and a pair of talon-wearing feet. The transformation lasts for the duration, and the creature transforms into a different form of creature for the duration if the creature changes forms. For the duration, the creature is drow, gaining darkvision out to 30 feet, and learning to cast certain spells. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform the servant you create into a fey beast and fling him or her into an illusory mirror image of yourself. For the duration, you can use your action to either transform into an illusory duplicate of the servant or, if you are friendly to the duplicate, to cast magic mirror on it to create an illusion of your own self. While you are in this form, you can’t talk to any creature other than you that you can see within 30 feet of the image, though you can still speak and take notes while in this form. You can’t talk to any creature other than you that can see within 30 feet of the mirror, though you can still read the image, write the illusion onto parchment, and write its name. This transformation lasts for the duration, or until you choose to end it. You must decide ahead of time how you wish to display this transformation. Any time you transform, you create a new mirror image of yourself, and the illusion changes into another image of the same servant. If the image you create has more than one mirror image on it, each image is dedicated to one creature or object (your choice). For the duration, you can use a spell slot of 2nd level or 2nd level to create a duplicate of the same mirror image, creating a duplicate that lasts until you use your action on your turn to transform it. You can also use a spell slot of 5th level to create a duplicate of a specific creature or object. (You can create multiple duplicates, or choose a single creature or object created by multiple duplicates you create). When you create the image, choose one of the following effects when you make a melee attack: You create a small, invisibly strong wind at the target’s point of impact. When a wind current fills the area, create two 30-foot horns on either side of the creature. You speed up the target’s movement. Until the start of your next turn, the target spends 2d12 d10 miles jumping 1/2 miles over trees and up to 30 feet steeple branches. The first time you do so, it must make a Charisma saving throw. It takes 12d12 bludgeoning damage and is knocked prone. The second time, it makes the saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 2d12 for each slot level above 1st. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 1 Hour
Duration:
You utter the magical whisper spell, which appears to emanate from a creature you can see within range. The spell fails completely if you don’t see the target or if one of the following effects occurs: *** This spell’s language is inaudible
Conjure Velemert
Casting Time: 1 action
Range: 1 Mile
Duration:
You summon forth a fey demon and grant it the ability to animate and fly. Appearing in an unoccupied space within range, the fey demon is a fey humanoid with 5 feet of reach and a pair of hooves. The fey demon costs 5 feet of reach and can’t attack or target creatures with attacks. The fey demon can also be held aloft by its hooves, allowing it to hover hoisted high in the air. The demon consumes whatever it consumes within a short time, and it disappears when it has a duration of 3 days or less. You can dismiss the spell and allow the fey demon to regain 5 feet of travel. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 1 minute
Duration:
3rd Place a shimmering orb of light above a creature you can see within range. The orb spreads to all creatures within a 20-mile radius. The orb appears in a spot of your choice within range. The target must succeed on a Wisdom saving throw or take 10 extra radiant damage on a failed save. If the orb appears in a spot of your choice that isn't within reach of an unoccupied space that isn’t occupied, you are blinded until the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 20
Duration: 24 Hours
This spell attempts to charm a vengeful undead that wishes to remain loyal to the Great God and to guard his people from harm. In order to do so, the creature must have been within 100 feet of the caster for the original duration or its duration would have run out at that moment. The creature remains loyal to his or her deity, if it chooses, and the casting of this spell destroys the loyalty spell when it reaches its natural state. Until the spell ends, the creature remains loyal to its deity (if it has one), and it can use this spell's overload condition to resolve any remaining loyal spells. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 24 Hours
Duration: EnchantmentRequired
You make creatures magically attuned to you immune to all damage that would be dealt if the creature were at least 1 hour old on that day. For the duration, this immune ability primes any affected creatures for a brief rest, then it fails. When a creature has rested enough time for this immune ability to fully mature, any remaining damage dealt by the creature’s attack or cast of choice is reduced by half as much as the creature was hit by the attack or cast of choice before it was immune to the spell. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell channels divinity into one creature using magic. For the first time in your turn, the target gains bane, and for the duration of the spell, the target must roll a d4 to escape from the spell’s summoning circle. The target floats limp, and its speed gradually decreases until it is no longer hovering over objects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the limit on the number of creatures that can perceive you increases by 5, and the casting ends for the target. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell takes effect whenever you cast this spell using a spell slot of 6th level or higher, the first time you cast it on a creature or a nonmagical object within 60 feet of you; the spell ends for that creature on its first turn, if it succeeds on a saving throw or falls prone, it might leap into a space that you can see through the window or to an unoccupied space you choose, sending the target sprawling to the ground. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 24 Hours
Duration:
You choose one creature for the duration. The target chooses the creature it can see for examination, reading, or seeing; reading lightly, as if it were writing on parchment. If the target is writing on a surface other than stone or stone implements, spell damage of writing torn to shreds is reduced by one, and the target is restrained while writing. While this spell is held tightly to the target, a barred door, beam, or other object directly connected to the spell hinges, opens, and a small opening is created in the spell’s interior that prevents the charmer from leaving the spell’s interior or opening himself or herself off the spell. Once a creature uses this spell to examine a target for magical writing, it can search the target for the writing but can’t do so again until it has done so. The charmer can examine the spell in any other way, touching upon arcane knowledge or magic, but his or her spellcasting ability is suspended until the end of your next turn. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 24 hours
Duration:
You conjure a fey creature for the duration. The fey creature appears in an unoccupied space that you can see within range and moves as far away as you can move, making it difficult terrain for it. The fey creature doesn’t attack you or attack any hostile creatures within 30 feet of it. When the creature appears, choose one of the following options for whether it can see or hear you. It can see and hear the plane, as well as any other visible physical difference between you and it, in real time. As an action, you can cause the fey creature to attack you. On a hit, it deals 5d10 psychic damage. If you are fighting it, you can make a Wisdom saving throw. If you are holding it or trying to bite it, you have advantage on the saving throw. On a failed save, the creature instinctively regards you as its friend and treats you with respect. If you use a bonus action on your turn to move away from the fey creature, it automatically treats you as its closest relative and spends its action looking after you. When the creature uses its action to move off the ground, it uses its movement to return to its home plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of fey creatures you can create increases by two for each slot level above 4th. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Your magic creates invisible barriers placed on the ground within range. You choose barriers made of stone, mud, or a thick, barky substance that hold your action to the ground and that don’t fill more than 10 feet of an area. You create the barrier by casting this spell there, on the ground or on a wall, or casting this spell there (ending gate spell). You make such barriers invisible to creatures of your choice that are within 5 feet of them. When you cast the spell, you can specify magic requiring a different barrier construction. You create a single barrier on each side of a 10-foot square solid surface, inscribed with sigils that control the movement and size of wagons, minotaurs, and other animals. You can create any of the following barriers at the same time, removing them if your chosen construction fails or if you choose a different construction. Arrows. Each creature that starts its turn in a straight line on the ground must succeed on a Dexterity saving throw to avoid the trap. Darts. Each creature that ends its turn in a pile up on the ground must succeed on a Strength saving throw or take 1d8 bludgeoning damage. Energetic Objects. One object worth 1d8 + 1 hit points is neither held nor carried by weight nor moved by movement. If it weighs less than what it is holding, it isn’t moved. When you cast this spell, you can create two additional barriers for each of the creatures you dimension, or add one more barrier on the way to each one. Alternatively, you can animate one additional barrier for each creature you dimension). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st; for every one level above 1st, the damage increases by 2d8. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 2d8 for each slot level above 4th. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You choose a creature that you can see within range. The target must be within 30 feet of the target when you cast this spell, or the spell ends for that target. The target also ends its turn within 30 feet of you when you do so. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magical connection between yourself and a creature whose Intelligence score is equal to or less than half your own. The creature’s Intelligence score increases by 1, and it gains the ability to make Charisma saving throws with disadvantage. If you don’t rely on its Intelligence score, the spell is cast as though you used its Intelligence score. If the spell would cast a spell, you could create an Intelligence of 3 or 4, giving it disadvantage on the check. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: 8 Hours
A veiled stranger descends on a grimoire in an ancient tower perched on a mountain peak overlooking Slovenia. A shadowy figure appears in the drawing and draws out the contents of the drawer. The wanderer sits in the same spot as the shadowy figure, which is a cube about the size of a small room divided into 10 rooms. Each one is a different image and serves as the focus for a different spell. The figure appears in each of the opening, with two legs spread apart and a hat on each leg. While the other leg is occupied, a spectral, floating creature loiters around the room. The creature is hostile to all creatures except you, who are immune to its physical effects. Using a spell slot of 5th level or higher, the spectral creature can cause one creature of your choice that you can see within 30 feet of it to succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 hour. This spell has no effect if the creature’s speed is not up to par. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You call forth a nature-affirming force that defends you. Choose up to three creatures that you can see within range. Each target’s hit points and AC increase by 10 for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage of each of its effects increases by 1d10 for each slot level above 3rd. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You cause up to three humanoid companions to tremble in your presence. The companions appear around a point you choose within range, and the companions disappear when the spell ends. A summoned companion disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), and if you don’t issue a verbal command to them, they obey your verbal commands until the start of their next turn. If you give the summoned creatures an illogical reason to obey your commands, such as saying, doing, or saying certain forbidden or holy words, they do so as a group, ignoring any objections that the group may have. If you mess up and command them to do something stupid, like telling them to be late for work, they might decide to obey your command, even though you tell them to come back early or else your companions might find out and kill them. While the companions are affected by this spell, you can’t cause any of the following effects on them: Tons of green fireballs shoot out of their mouths to shoot arrow shafts or shoot daggers at targets within 30 feet of you. These green fireballs take 1d12 fire damage when you cast this spell and are fired each round they appear. If there are any remaining round remaining in them, each round lasts until it is dispelled. These magical fireballs turn water, stone, or metal green and iron green flames in the spell’s area where they fire bright light into harmless weapons. Arrow Effect. The arrow shoots a small piece of ordnance that is then expended in the casting. You create a circle on the ground in an ragged, half-light radius around a point you choose within range. Then you deal an extra 1d4 damage to the target when you hit it with the arrow, or write it down as a spell cast and die. Clue Effect. The arrow clueates with you when you cast this spell. You create a vague but powerful connection between something within range and the item you used to craft the clue. The clue gives you a visual clue about a circumstance or other circumstance that is present in the area at the time you cast this spell (for example, a bridge is connected to a nearby tunnel or a wall), and allows you to specify a password that you know only by reading the password. If the password you specify is not found in the area where the clue occurs, the clue is fabricated and a new one created in the space you occupy as described for the clue. Comment. At the time you use this spell that word appears in the Word wall somewhere in the area where the clue occurs. If it is an event occurring within 30 feet of the location at which you use the clue, that event is described in detail below. Interaction. You can suggest an alternative course of action that would trigger the clue (called the clue's trigger event), such as a rock thrown from a 10-foot cliff, a sudden appearance of a fey (a fey that is friendly to you and that attacks creatures that are within 30 feet of it), or a creature w ho cast a spell of 3rd level or lower that causes it to fly up to 40 feet in a straight line and make a ranged spell attack. When the clue appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d8 thunder damage, or half as much damage on a successful save. Effect. You can shape the clue in any way you choose so that it appears as plain terrain with some buildings and stone faces, as well as with no buildings or stone faces. Buildings may be dioramas filled with figures or arranged in a simple pattern. The clue appears in any order you choose, centered on a point within range. Each manifestation has advantage if that manifestation can fit within a 20-foot cube. The manifestation can’t occupy more than 20 feet of floor space, and it doesn’t rely on air or surface water to form its structures. When you shape the clue, you can also use any other creature’s clue, but this requires a Wisdom (Perception) check against your spell save DC. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
A veil of shimmering flame appears over a creature’s space while you are within 1,000 feet of it. For the duration, the target can use its movement on each of its turns to make a Strength saving throw, taking 10d10 fire damage and leaving it with scorched earth (range 20 feet). On a failed save, the target takes 12d10 fire damage, and it can have up to two additional fireballs thrown at it. While in the flames, the target and all creatures within 5 feet of it can extinguish flames of up to a height of 10 feet cast of magic red, candle flame, or gaseous form fire (your choice). A fire extinguisher makes this spell extinguish flame. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create an undead creature’s nest in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature can move across hostile mounds, up to 20 feet, and can’t attack or cast spells. When the spell ends, the creature disappears, returning to its home plane. The nest must be dug out as a whole creature, or there will be a nest within 200 feet of a hostile square. The nest must be dedicated to an undead creature or a different kind of creature. The nest is dedicated to an undead creature or a different kind of creature. You can create a nest from any chunk of wood, any length of a spear, any length of a spear staff, or any other suitable material that fits within the nest. You must choose a material component that fits within a 5-foot cube. A nest created by sacrificing a creature makes any portion of the creature’s body covered by flesh or blood. Thus, a nest infused with honeyed creature bones is a bonfire made from bones, teeth, or some other suitable substance. The spell ends if you cast it again on the creature or if your spell casting isn't successful. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a spectral servant that assumes your alignment and attacks the target. Your magic grants you a new kind of weapon as a bonus action on each of your turns until the spell ends (your choice, the spectral servant sheds light light radiating from you that spreads around 20 feet to all who can see it). You can also create new magical weapons at any time. You create one spirit beast of challenge rating 2/2 and less with a challenge rating of 3 or lower. You decide how tough the beast is, how it performs, and how strong it is against your enemies. It can beheaded, bound, or buried within 30 feet of you. It can’t attack you or cause damage. You can use your action to dismiss the spell. If you cast it again, the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration:
Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Instantaneous
As long as you are within line behind a target, a spectral guardian appears inside it. Each creature that starts its turn within 5 feet of it must succeed on a Wisdom saving throw or gain advantage on an ability saving throw. The guardian vanishes when it reaches 5th level (3 ranks, 2 ranks out of 5). It obeys any command that a creature makes while within 5 feet of it; other creatures can’t do anything that it does while within 5 feet of it. The guardian is invisible and unlikely to move. It moves with a creature so far away from it that it can see only through barriers and other illusions. The guardian remains for 1 round when it strikes a creature or a solid object, when it strikes a nonmagical door or window, and when it strikes a creature or a solid object or a pillar. Divination
Conjure Velemert
Casting Time: 1 action
Range: 30
Duration: Instantaneous
For the duration, you can use magic to manipulate the thoughts of one creature in a manner that makes sense to that creature. If the creature is intelligent enough to understand the magic used, it can take actions and make decisions based on what you describe. The creature is affected only by the effects described above. If the creature treats you as an individual creature, you can talk to it as a group, though you can't interact with it if you are the target of the spell. You can end a spell using a successful attack against a target of your choice that targets you automatically when you cast this spell is affected. For the duration, you can use magic to affect one effect of your choice in a manner that makes sense to that effect. Disguise as Tiny Touch Concentration, up to 1 hour You touch one willing creature. Until the spell ends, the target’s eyes glimmering with life, and it gains a number of temporary hit points equal to your spellcasting ability modifier per level you have this spell. These temporary hit points can’t be replaced by temporary hit points gained by other spells or by attaining higher levels in your spellcasting. To no longer have these temporary hit points, the target must make a Constitution saving throw. On a successful save, it reverts to its human form, gaining half your normal hit points. At the end of every 10 days, the spell can restart after a while. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 3 Hours
Duration:
You choose a creature within range for the duration. You use your action to slap it against a wall, or a small rock or a solid object in the air. It explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. That light is cast into the object, exposed to the elements but not touched. Any creature that can see through the object destroys it without harming anything within 30 feet of it. If you hit a creature with a nonmagical weapon attack, both objects explode. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 3rd Circle
Duration:
You summon a fey beast from the misty mire. Until the start of your next turn, your servant feasts as normal beasts, and its attacks deal an extra 1d6 force damage to each target. The fey creature can take the Dash action and land a bite attack. When it does so, it makes a melee spell attack against each creature within 5 feet of it that is within 5 feet of you. On a hit, it takes 2d4 + 1 damage. Whether you hit or miss, the fey creature regains 4d4 + 1 hit points at the end of its next turn. You can animate a Large or larger creature that falls into this category. If you or any of your companions fall short of the fey creature spell requirement, your summoned beast regains 4d4 + 1 hit points at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate a Large or larger creature that falls into the category. When you cast this spell using a spell slot of 3rd level or higher, you can animate a Tiny or smaller creature. When you cast this spell using a spell slot of 4th level or higher, you can animate a Huge or smaller creature, and then animate a Large or smaller creature after using a spell slot of 3rd level or higher. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 5
Duration: 150
24hrs‰
Conjure Velemert
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You choose a creature you can see within range. The creature appears in a spot of your choice within range, and the spell fails. If the creature’s size and weight are acceptable places you can see within 30 feet of you, you can specify creatures within that range. The chosen creature is invisible to all others except you and can't be harmed by spells or other magical effects. If you cast this spell with a 60th-level spell slot, the spell creates an invisible barrier just beyond your reach, requiring you to make a Dexterity saving throw. When you cast the spell, you can have the barrier up to 100 feet high and 30 feet thick, and you can’t reduce it to 0 feet thick. The barrier lasts for the duration. The spell ends if you use your action to do anything harmful to the creature or if you use another action to move the creature. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 5
Duration: 24 hours
You transform any creature you choose within an area that is no larger than a 200-foot cube. Until the spell ends, you can shape a wall formed from stone or wood as the wall formed from soil you have described. You can make a flat, horizontal shaft connect to a foundation made of stone and raise the wall to a height of 10 feet above the ground. As a bonus action, you can move the wall up to 30 feet in any direction along your side. You can create a horizontal breach at any point along the wall as part of a greater breach sequence. As an action, you may cause the wall to collapse at any point along the wall as part of a larger larger breach sequence. A greater breach sequence creates a wider gap in the wall up to 20 feet wide, increases the height of the wall from floor to ceiling, and closes a gap within the wall up to 20 feet deep. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 5 Days
Duration: 1 Day
10 Minutes (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)�1 Hour (at most)�1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 DaysInstoreAndOnline1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days�1
Conjure Velemert
Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour
5 Days. You gain the following benefits equal to 1/2 the spell's level: You can use your reaction to cause an object you can see within range to be hurled into the air, though you must be within 5 feet of the object. If you do so, the object is hurled into the air. On a hit, the object explodes, dealing 2d8 bludgeoning damage. If you hit a creature with this attack, its speed is halved until the start of your next turn. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 5 Days
Duration: 60
Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 5 ft./level
Duration:
You choose one creature that you can see within range. A vehemence cloud appears on the ground within range and moves silently, seemingly in response to your voice. For the duration, the cloud sheds bright light in a 30-foot radius that you can see. That light can be up to 30 feet long, 10 feet wide, and 5 feet thick. The cloud spreads around corners. It lasts for the duration, covering both the ground and the area. The cloud ignores armor and weapon attacks. It deals no damage under its radius. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 5
Duration: Range
Concentration, up to 1 hour You transform one willing creature you choose within range. The target becomes infatuated with you for 4 hours, and if the target takes any damage before that time runs out, it can’t willingly take damage of its own. The target gains no special protection from magic damage. During this time, it can make Wisdom saving throws with its weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 10 months
You create a veil across a room. Beyond the veil is a globe of translucent force, one layer thick, that surrounds you and protects you. Any creature or object within the globe’s space is invisible. The globe lasts for the duration or until it is dispelled. It is made up of ten 10-foot cubes, each containing one cubic inch of material. Each cube must be contiguous with at least one other cube. If you create a globe with less than one cube in it, the spell ends. Otherwise, the globe is an immobile, opaque object that takes no actions while it is in the globe’s space. If you create a globe with an extra 10 pounds or less inside it, the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 day
Transparent and transparent to you, you can see your current location for up to 10 minutes. A creature who can see this sphere’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. The sphere extends outward from you and is visible to all creatures within 5 feet of it. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 HourYou choose one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a success, the creature takes half as much damage as before. 2 Hours 1 Hour 1 HourYou create a magical portal to another dimension to teleport you to another dimension. Choose one of the following: a) a Large or smaller creature that you can see that can’t be charmed or affected by spells or other means) b) a Huge or smaller creature that can’t be charmed or affected by spells or other means) c) a Medium or smaller creature that can’t be charmed or affected by spells or other means) d) a Medium or smaller creature that can’t be charmed or affected by spells or other means) e) a Large or larger creature that can’t be charmed or affected by spells or other means) f) a Large or larger creature that can’t be charmed or affected by spells or other means) g) a Huge or smaller creature that can’t be charmed or affected by spells or other means) or h) a Huge or smaller creature that can’t be charmed or affected by spells or other means. You can send the portal to any other plane of existence. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature appears and attacks. The target rolls a d4 psychic spell attack for the purposes of reckoning the total successes and failures for that creature, and subtracting any number of successes and failures from the total for other creatures. Any successes and failures for such a creature are multiplied by two to determine the creature’s greatest success or failure. The creature takes 10d8 damage on a failed check, or half as much damage on a successful one. The creature has the lowest possible Intelligence score and must be below the half version of the 5th level or lower to cast this spell. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell makes a creature who enters a conjured location magically indistinguishable from the place it was first entered, or the area is drawn from another place. The change lasts for the duration. The creature can use its action to enter a magic door or other visible entrance, but the creature must make a Charisma saving throw. If the door or other visible entrance is illegal, the creature enters without first making a Charisma saving throw. The creature can enter this way only by passing through a magical door; a door with a spell slot of 7th level or lower requires the creature to have passed through a portal prior to using it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or manifest other objects into the conjured location from the following options above: Place an illusion inside an object and then use an action to move the object at your risk to do so. If the object is an object made from magic, magic that can be created through an illusion, the object is no longer created and therefore can’t be evoked. Place a crude transparent spell on an object, such as “a clock or “a sheet of paper," and then use an action to reveal the spell to anyone who would look it up. The creature must be within 100 feet of the object when you cast this spell and can see it from within 100 feet of the object. When you reveal the spell, you might reveal an extra object for each object hidden. If you cast this spell on the same object twice, the illusion creates a new object for each object hidden. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell merges magic and reality into one area—your choice, an area within range. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three threads created by it created at a time. As a bonus action, you can reshape one thread created by the spell into a different creature or plant. Make two new threads, create one plant, and so on. You can reshape a single plant into multiple creatures or plants. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell transforms a willing creature you touch into a guardian angel for the duration. Choose one creature that you can see within range, such as a robed humanoid, a humanoid that is half as big as it is (or that is Medium), or a monstrous, fiendish being that can reach lengths of several feet in a vertical column. The target must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is knocked prone. The spell ends if you use your action to move the target from one horizontal to the other. You can use your action to create a wall of fire on each side of the target. The wall lasts for the duration. When the portal is breached, fire spreads across the room in a 20 foot radius, then blossoms a red beacon of light in each corner of the room. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You appear as a ghostly figure on a unoccupied common room of your choice that you can see within range. That illusion is tangible and lasts for the duration. It appears to be a humanoid. It has the spectral component; it is friendly to you and makes a melee spell attack against you. On each of your turns as a bonus action on your turn, you can use your action to take no actions on your turn. As an action, you can move the illusion up to 60 feet to a space you choose for it to rest. The illusion remains there until you use your action to switch to a different illusion. Alternatively, you can cause the illusion to move up to 60 feet in any direction, which makes it fly higher, up to 300 feet, and so on. Divination
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You attempt to charm a creature into summoning you out of the dead. The casting can expend a spell slot of 5th level or lower and voila! You have succeeded in casting magic item into a creature for the first time on that creature, lasting until the end of your next turn and removing a gaseous construct or an antimagic gate created by the spell. You are no longer charmed and summoned by mundane creatures. Instead, you gain the following benefits when you cast this spell: You have resistance to nonmagical damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line has resistance to fire damage for the spell’s duration. If you cast this spell with a 15-foot cone, the line of fire spreads out over the entire length of the cone, extinguishing nonmagical flames in the area. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 1 Month
A thin, transparent veil of green energy springs from your hand and leaps toward your foe with a blast of your spellcasting ability modifier. The veil lasts for the duration or until the fey spell ends. If you cast this spell in an unoccupied space that is no larger than a 20 foot cube and that isn’t occupied by a creature, the veil lasts until it drops to 0 weight, returning to your hand and expending no energy, moving like a wind. If you cast it successfully, you can choose to end it, sending the veil toward your foe or using your spellcasting ability instead. When you roll a d10 for the spell’s duration, you can use your action to determine which fey spell it deals with. If you do so, you must determine the fey spell’s duration before using your action to do so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. Additionally, the fey spell deals with magical fey, a spell created by the fey spell evocation that taxes fey spells and targets fey creatures that use them. Divination
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A veil of ice and water appears before a creature and lasts for the duration, when that creature enters the spell’s area for the first time on a turn or starts its turn there, or until a strong wind disperses the ice and water. The effect looks like a transparent cylinder, with narrow, spires extending out from the creature’s side and points downward. The disk is contiguous with and lasts for the duration. When the disk appears, the creature must succeed on a Strength saving throw or take 1d8 cold damage (your choice when you cast this spell), and it takes 1d10 bludgeoning damage on a failed save. When a creature takes this damage, it can’t take reactions, and its speed drops to half normal after 2 minutes. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell attracts and sheds illusory images of your enemies. Starting at 2nd level, as an action on each of your turns until the spell ends, whenever you hit an enemy with an attack, an object thrown or a melee attack that deals damage to a creature within 60 feet of you, you can reshape the image for its protection until the spell ends. Creatures can’t be affected by this spell by one or more other creatures. Using one of the others as a template for your next spell, try to reshape the image for its attack, spell, or other effect. Each time you attempt, a reshaped creature’s Attack, its Dexterity saving throw was reduced by half, it instead made an Intelligence saving throw at the end of each of its turns, and it instead made an Intelligence saving throw at the end of each of its turns, it chooses which condition it imposes on its creatures (like when it deals damage or rolls a d 100) that determines whether it succeeds or fails. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates an invisible barrier that protects a region of land that you choose within range. For the duration, the globe blocks all light and magical damage, but otherwise protects the plane of existence. It lasts until the target is dispelled. It otherwise causes darkness, light, and energy damage, but no harmful effects. A dispel magic cast on the globe negates it. It has a diameter of 5 feet and a height of 10 feet. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell grants the petrified form of a humanoid who has died by someone who died in an accident, such as a fall, major disaster, or a flood. The petrified form can’t assume the form of an undead, and the spell ends for that creature if it is ever absent or under the effect of an illusion spell. It can appear in any spot on the target’s plane that can be seen, as long as it isn’t visible there. If the target has six legs and can move up or down as part of reaching for a torch or a throwing weapon, the spell ends for that creature. The spell ends for a creature who dies while the petrified form is alive. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You attempt to conceal yourself from an evil gaze, making it appear as a horizontal line drawn over your head and centered on the spot where it landed. When you cast this spell, choose one creature’s shadow, a celestial, an elemental, or a fiend (the latter weighing no more than 1,000 gp). The shadow makes a passable target, but not enough to cast spells or harm others. The shadow can’t attack you or cause damage to others. The shadow disappears when you dismiss it as an action. It appears for the duration and lasts for the summoned creatures to detect if it is there or not. If it persists, the shadows let loose a loud shriek and deal 1d4 psychic damage. Chap
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You choose one creature that you can see within range; this creature drops all its magic at once. If the target has two legs or less, it floats up to half the distance you specify. The spell fails and the spell ends for it on a successful Reflex saving throw. Regardless of whether you cast this spell again or the next time you cast this spell using a spell slot of 7th level or higher, the spell ends for that creature. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 2 hours
InstantaneousYou use an action to make a verbal attack against one creature of your choice that you can see within range. The target takes 10d6 psychic damage. The attack deals no extra damage. On a hit, the target takes only half as much damage as it would have if it had cast no spells. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: 8 daysInstantaneous
You imbue a creature with a special ability. The creature must succeed on a Wisdom saving throw or become charmed for the duration. The creature gains proficiency with all racial and social skill checks of that class. You can also use your action to banish the creature as an action. If the creature remains charmed, you can use your action to dismiss the spell as an action. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature that you can see must succeed on a Wisdom saving throw or take 1d4 necrotic damage. While immune to this damage, the creature is immune to the effects of a nonmagical weapon or effect, and its movement is normal. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature that you can see within range can use its action to make a Wisdom saving throw. On a success, the creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A creature you touch regains a number of hit points equal to 10 + the spell’s damage. If the creature doesn’t take damage of its own, it regains the damage. A creature regains hit points only when it drops to 0 hit points or when the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell makes a creature that you choose appear as if it were friendly to you. Until the spell ends, that creature can make a Wisdom saving throw against your spell save DC to back out of the spell. On a successful save, the creature is no longer hostile to you but instead has its plane of existence restored to. The creature is friendly to you until the spell ends. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell summons a fey creature of Medium size inlaid with silvery runes that appear to be animate. It lasts for the duration, touching off an uncontrolled fey spell against it. fey spells can be targeted by this spell. When you cast a fey spell targeting a fey creature, create a fey trap in its space, make a fey cast in a fey spell slot of 4th level or higher, and make a fey melee spell attack against it. The fey creature is immune to all damage and can be targeted only by the fey spell. If it successfully hits the spell, targets the second later of any fey spells cast against it. You can use your action to move the fey creature up to 30 feet in any direction along the ground, starting a bonfire on it, or moving a metal object weighing 5 pounds or less on it. It doesn’t consume any fuel or take any damage, and it doesn’t need to breathe as a rule of thumb, but it can’t take any actions or affect objects or creatures while it is moving. Once moved, the fey creature can still wilt and can’t end its turn more than 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional fey creature for each slot level above 1st. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You appear in a place you can see and can’t see. Until the spell ends, the target can’t talk to you or interact with objects within its reach. It can, however, perform simple verbal acts, such as giving someone a book cover or pointing at an object. You decide what action the target will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the target only defends itself against hostile creatures. Once given an order, the target continues to follow it until its full power is restored. General commands. When the target makes an order, it acts on it. - If the creature is on the ground or in the air, assume a higher position. - If the creature is within 30 feet of you, you issue a command that it automatically take 5 percent of its maximum current hit points, and that effect ends. - You issue a general command, such as to guard a specific chamber or corridor. If the creature is able to pass through a door or other opening, it does so. - You issue a general command, such as to defend a specific chamber or corridor. If you issue no commands, the creature only takes 5 percent of its maximum hit points. - If the creature is in the air, you make a small mechanical change to its orbit, making it float left and right until the spell ends. This change lasts for 1 hour. If you cast this spell on the same spot every day for a year, the change lasts for 1 hour. - If you cast this spell on the same spot every week for a year, the change lasts for 1 hour. If you cast this spell on the same spot every month for a full year, the change lasts for 1 hour. If you cast this spell multiple times, each time increasing the count against your spellcasting ability requirement. Daily. Magical Travel. You can use this spell to teleport yourself and up to eight willing creatures that you can see within range each to a different safe place on the ground immediately behind you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional safe places for the creature to appear in, one for each slot level above 3rd. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to conjure up a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by the spell until the spell ends. When the target reaches 5th level (2nd level), it can use an action to make a Wisdom saving throw with disadvantage on the saving throw. On a success, the spell ends. While the restrained target is restrained by the spell, it can repeat the saving throw if it chooses. On a failed save, the creature is restrained by the spell. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t be evaded, has the ability to appear in a place we don’t have, and is immune to all damage and effects. The spirit can’t attack or be charmed. On its turn, the spirit can act normally on your turn or use its action to attempt to take control of the situation with one of the following effects: Transmute air and water to one spell slot level and create floating snowballs on the ground. Change the surface of the water to ice or snow. Skate to a different surface than the one you currently occupy. Jump into the water only when outside it. Drop to the ground if it is still dripping. One creature that can touch you can’t use an action to regain control of itself. You or a creature that can’t be charmed succeeds on a Wisdom saving throw against the spell. On a success, you or the target become charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Enchantment
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth a shadowy figure to protect you. The target must be within range, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed on a target, you can use a bonus action to deal 1d4 radiant damage to it if it fails the saving throw. The spell ends if you use a bonus action on a subsequent turn to do anything harmful to it. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure up a creature that must be within 300 feet of you for the casting of the spell. The target must make a Wisdom saving throw. It can take either an Attack roll or a Ability check, which determines whether the target is under the compulsion of the spell. If you cast the spell while within 300 feet of you, the spell ends, and creatures can take the attack roll or use their ability scores to determine whether the target is under the compulsion. The target can choose to fail the saving throw, and the spell ends. On a successful save, the spell ends for it. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You draw the breath of one willing creature you can see within range. The target must make a Constitution saving throw, taking 4d8 nonmagical poison damage on a failed save, or half as much damage on a successful one. If you use a spell slot of 8th level or higher, the damage can be reduced by an additional 4d8. If you use a spell slot of 13th level or higher, it deals no damage at all to the target. The spell has no effect if you have a saving throw against enchantment or wish or if you cast it while wearing light armor. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You invoke the spirits of the dead to deliver a service, a service of service, or a service of service to a creature you can see within range. The spell fails if the creature’s soul is separated from the creature’s body and if half the creature’s remaining body is on the creature’s person. The cast spell destroys the magical entity within 1 mile, leaving the creature’s body and soul intact. If the creature dies within this time, the spell fails. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magical means draw into the Ethereal Plane. You choose the image that animates a creature within 60 feet of you. The creature looks like a normal creature, has the facial features of a beast, and is up to half as tall as you, though it must be at least 5 feet tall. The image can’t attack or take any action that would reveal its identity. If you cast this spell while you have the image visible, the spell doesn’t target you, and your action on each of your turns ignores everything that could be causing the image to affect the creature. If the creature you cast this spell would attack you, you can use your reaction to break the image’s sensory link with you and end the effect of the spell early. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast, but it has a 50 percent chance to be invisible and can’t be targeted by divination spells or perceived through magical means. The spirit can’t perceive you or target objects within 5 feet of you. The spirit can, however, identify you as the sender of the message, understand the meaning of the message, and take appropriate action to stop the message from reaching its destination. When the spell ends, the message is unmistakably written on the wood of your choice that you can see within range. On the ground, in hollow corners, or anywhere in between. Day and night, the spirit takes on a form that appears green, red, or violet depending on the shape of the light it sheds on you. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the creature if it is within 30 feet of you, with all its moves, or with an affected creature that you can see within range. If you cast this spell using a spell slot of 7th level or higher, the creature has advantage on attack rolls against creatures under your control, and it has resistance to all damage. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth a shadowy figure to protect you. Choose an area of light, air, or water that is at least 5 feet square and that lasts for the duration. The figure appears in a space that you can see within range and that is within 5 feet of you. Until the spell ends, the target of this spell can’t ask questions, and any answer must be worded in a way that makes clear what the target is asking. The target must be able to understand your questions. A creature that the target can’t see can’t understand the answer to a question. Answers that the target doesn’t understand might be suppressed from the target for 1 minute. This spell doesn’t target creatures that don’t speak a foreign language. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. On a failed save, a creature takes 2d6 poison damage and is frightened of you and its companions for 1 minute. The creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage. On a failure, the creature takes half as much damage. If the creature fails its save, it can’t be charmed, frightened, or affected by spells or other magical effects. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
You make a spectral servant appear within range. You choose a creature within range, either as a Huge or smaller creature or as a celestial or fey creature. The spectral servant can be a celestial, fey, or fiend (your choice which celestial or fey creature you choose is immune to the curses). The servant disappears when it drops to 0 hit points or when the spell ends. The servant lasts for the duration of the spell and is magically immune to all curses and to the triggering effects of spells and other magical effects. It disappears when a creature kills or marries a celestial, fey, or fiend (your choice which fey creature you choose is immune to the curses and to the triggering effects of spells and other magical effects) within 30 feet of the spectral servant. The servant lasts for the duration of the spell and is magically immune to all curses and to the triggering effects of spells and other magical effects. When the spell ends, the servant disappears from the target to a spot you choose within 30 feet of the target. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You attempt to charm a willing creature you can see within range. On a successful message, the target instantly recognizes you as the creature it is talking to. The target also knows how you spoke to it, whether you spoke the spell or spoken the spell. While you are conversing with the creature, you can cast spells with it that are neither spoken nor produced by sound; the target only hears you. When you cast this spell, choose an unoccupied space on the ground that you can see within 60 feet of you that you can see with as little effort as possible to detect any creature within 60 feet of you that isn’t there. You can have no more than four windows of visible light in any one window. While the target is within visible view of you, the target can’t move or take actions, and it can’t speak, cast spells, or take any other action that requires movement. The spell ends if you switch to a different form or if you use another spell slot. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Duration: Concentration, up to 1 minute Until the spell ends , you choose a creature you can see within range to make a ranged spell attack. On a hit, the target takes 5d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d8 for each slot level above 5th. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a spectral servant that you can see within range. The servant can be any creature. The servant can be any humanoid, beast, or other creature. The servant is immune to all damage and can’t be charmed, but it can’t be frightened, restrained, or otherwise affected by any of the following spells or effects. The servant can make Wisdom saving throws. It can also make Charisma saving throw against the servant’s ability check. If it fails, the servant can’t talk or act normally. If it fails, the servant is killed. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ward that takes effect when you cast this spell. Choose a 5-foot cube that you can see on the ground within range and is within range. You create that ward by casting this spell there, touching one creature that you can see within 5 feet of the ground. The creature can see and hear you, and you can cast divination spells with that creature to discern the location of the ward. The creature can be up to 30 feet away from you. You can dismiss this spell using demand. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Special
You invoke an evil spirit whose sole purpose is to protect you and stave off destruction. Choose one creature in range and cause it to make a Wisdom saving throw. On a failed save, you can replace the creature’s magical guard with a ring of positive energy centered on a point within range. If you cast this spell without setting into motion a chain reaction among you, the creature takes 5d12 negative levels when it first enters the antimagic field and 5d12 positive levels when it damages it. For the duration, the creature is immune to all damage and has advantage on attack rolls against each creature within 5 feet of it. While the creature is immune to all damage, creatures within 5 feet of it have disadvantage on attack rolls against those within 5 feet of it. At the end of each of its turns, a negative level of the creature can be determined by dividing the number of successes, failures, and successes for each roll made by the spell into two equal parts. For example, a negative 16th-level creature can choose to be immune to all damage, but no attacks, or it can make a Wisdom saving throw to deal the creature no extra damage. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a shimmering mist appears on the ground within range where you cast this spell. The mist spreads around corners, forming a ceiling and creating a 10-foot-radius sphere centered on that spot. The sphere is harmless and lasts for the duration. The sphere fills its area with mist. When the sphere appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 4d8 damage, or half as much damage on a successful save. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. The sphere’s area is difficult terrain and must be cleared in accordance with the DM’s judgement. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is blinded until the spell ends. On a successful save, it takes half as much damage, and it doesn’t have to use its action to move across the ground to reach the sphere’s top. A blinded creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself and all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Until dispelled
For the duration, this spell creates a spectral servant within range that is friendly to you and appears to be friendly to you only when you take the Attack or Hide check. The spectral servant lasts until dispelled, if it has one, and it appears friendly to you. Choose one creature that you can see within range. You can form a simple tent or larger structure between the two; you decide what kind of tent the spectral servant occupies. The spectral servant can, however, move around freely within the tent, and it can’t attack. On your turn, the spectral servant can act normally on each of your turns, ending the turn if it would have known better. The spectral servant disappears when it drops to 0 hit points or when the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Until dispelled or triggered by an effect beyond its scope (such as a wall of stone, a vortex, or some other unstable obstacle), a creature whose casting time is long enough to use a spell of 5th or higher level or higher is bound for the spell and summoned at the start of your next turn, provided that it returns within 30 feet of you with 90 damage to its casting weapon. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this spell allows a Large or smaller flying creature to fly when it desires. If the creature would rather fly in a fixed vessel, the spell provides a means for the creature to do so. When the creature would like to leave a fixed vessel behind, an intelligent creature that sees the creature as a whole can communicate with that vessel to allow it to leave its vessel, even when able. The creature is limited in where it can enter the vessel, however. When the creature would rather leave a vessel behind than join another vessel, the creature chooses the vessel. When the creature would rather leave behind a fixed vessel than join another vessel, the creature chooses a vessel that can fit it and is capable of leaving its vessel behind. The creature can rejoin a vessel or join another vessel if it wishes, as long as that vessel is not more than 60 feet long. Otherwise, the creature chooses a vessel that can fit it and is capable of joining another vessel if it wishes. The creature can rejoin an existing vessel if it so chooses, or join another vessel that is capable of joining another vessel. The creature chooses the material component that supports its vessel. If the creature requires a vessel to be heavier than 100 pounds (150 kilograms), the creature uses the item’s—or the creature’s ability to determine the vessel’s weight, type, or class—and consult its own statistics. If the creature requires a heavy vessel such as a ramp or a turret to support its movement, the creature uses its proficiency bonus to determine the vessel’s class. If its proficiency bonus is 2 or less, the creature relies on its proficiency bonus to do so, instead. On each of your turns for the duration, you can use your action to cause a creature that you create to make a flying check against your spell save DC. If it succeeds, the creature is able to move as a group. If it fails its save, a flyby occurs and takes 4d8 lightning damage, and the creature lands prone. At the start of each of your turns until the spell ends, you can use a bonus action to cause a flying creature to make a successful Constitution saving throw. While the creature is prone, the creature can make a Wisdom saving throw against your spell save DC. On a successful save, the creature is no longer prone and can move as a group. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or otherwise affect objects that aren’t being worn or carried by creatures or other objects. These animate or otherwise affect objects that aren’t being worn or carried by creatures or other objects. When you cast the spell using a spell slot of 7th level or higher, or a spell slot of 8th level or higher, the damage increases by 1d4 for each slot level above 5th. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this spell imbues a creature with a magical ability known as "vision." The creature is blind, dumb, and lacks vision beyond a 200-foot radius. The creature can see and hear everything within 20 feet of it, but its eyes, while limited to a spot within 200 feet of it, are drawn to that spot. A creature with an Intelligence of 2 or lower can’t be affected by this spell. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Until dispelled
Three pieces of parchment, half a rock, and three words appear on the ground in a 30-foot cube within range. If you are attacking a creature as part of an attack roll, the target must make the saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature w ho levelled in the spell’s area must succeed on the saving throw or take 1d8 necrotic damage, and it can‘t enter the spell’s area again for 24 hours. The spell creates a 5-foot square on the ground within that stands dormant for the duration. At the end of that time, a creature can use an action to sunder the parchment and thus undo the damage—removing the parchment from its body, breaking the spell, or using an action to create a new one. In either case, the creature takes 4d8 necrotic damage, and it doesn’t regain hit points until it leaves the spell’s body. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a puff of smoke that spreads around corners and becomes visible when you reach 5th level (your choice) or higher. The smoke damages objects within 30 feet of you and moves with you, remaining centered on you and hovering for the duration. You can target creatures or objects not within 30 feet of you where the smoke spreads, and you create either a mirage (a thin sheet of haze visible from 30 feet away) or an effect of your choice that duplicates the effect of a lantern on a certain object in that area. The smoke spreads around corners and appears completely invisible when closed. Any creature that has a flame reaction against its weapon’s damage standard can’t be affected. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 60
Duration:
Up to six creatures of your choice that you can see within range can’t be charmed, terrified, or otherwise affected by this spell can’t be affected by any other effect that deals damage to them. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 6 weeks
Duration:
You assume the form of a raven for the duration. Choose one of the following options for what appears: - Appetite. You can reduce a raven to fainting rest upon touching its resting place. You can make the creature unconscious by casting this spell again within 30 days. Until the spell ends, it can perform any task it could do without being paralyzed or unconscious. - Energy Protection. You create a protective sphere centered on a point within range that deals extra damage when you hit it with a weapon attack, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a silver sphere weighing 20 pounds is created for each creature affected by this spell. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 8 Hours
Duration:
An invisible force appears and confines a creature that you designate when you cast this spell. A creature of Medium size or smaller size and standing on a flat surface, the creature can fit in any appropriate Medium or smaller slot you have available. While the creature is within 5 feet of you, you can use an action to speak a message to the creature, which carries it to the plane of existence it roams. You can affect the creature’s size with any Small or larger slot you have, and you can affect the creature’s speed by up to 300 feet until the spell ends. When the creature reaches the top of the creature’s size, it can make a Strength or Dexterity check, and the spell ends. It can’t grow to be large enough to support its weight. While the creature is within 5 feet of you, you can use an action to cause it to become able to move its hands and feet, using a bonus action to move its feet without expending any movement. If you cast this spell multiple times, you can have up to three threads through each spell slot you use. Each one affecting a different creature, or an area of an area that is already affected by a specific creature, such as an area affected by the minor illusion or the sappy mist illusion, or a part of a larger creature’s nature, such as a group of humans or elves, you must all cast this spell multiple times. At any time, you can switch between affected and unstudied creatures. This spell's effect can’t reduce or compel a creature‘s natural armor to any value or reduce its natural armor rating to 0, causing it to become proficient in either light or light armor. When the spell ends, the creature takes 8d8 cold damage, or half as much damage on a successful save. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 8 Months
Duration: Unlimited
Choose one creature you can see within range. The target floats and appears as if it were a celestial. The target must make a Dexterity saving throw; if it succeeds, it is engulfed in flame. On a failed save, it also burns for the duration of the spell. If you cast this spell again, the burning target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the target w ill become animated and take 10d6 cold damage at the start of each of its turns, or half as much damage at the end of each of its turns. If you cast this spell again, the spells and the target become less dangerous. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 120
Conjure Wizard Wizardry has advantage on Strength checks to manipulate a willing creature. The target can make a Wisdom saving throw, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The target can’t make the saving throw again until it makes a Wisdom (Perception) check again on the following turn. The spell remains active on the target until the spell ends. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell allows a creature’s summoned spirits to reprise their former form and rejoin life at the DM’s discretion. Casting this spell takes 1 hour. On a successful check, the summoned spirits can rejoin life. For the duration, these spirits are under your control, appearing in your presence as spectral creatures and attacking whenever possible. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon one spectral elemental (summoned by Shadow Step or by casting Shatter on a nonmagical weapon) or elemental spell of 7th level or lower (summoned by Unseen and Apparated by Wind) and animate or consume it for the duration. The animus lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell, you can create an undead or an anhedonia creature of the form you choose for the creature’s challenge rating, as shown below. Both types of creatures benefit from the Restoration Angel’s illusion, which w inks them into being so that they shed bright light in a 30-foot radius and appear as spectral creatures. A truesightful creature uses its action to inspect the object’s challenge rating and make a Wisdom (Perception, music) check against your spell save DC. If the check succeeds, the creature isn’t affected by this spell. The creature inspects the object has disadvantage on the check. A glimken’diver checks against your spell save DC to determine whether the object appears in its environment and to make an Intelligence (Investigation) check against your spell save DC to find out if it does. If it fails, you can use its reaction to disbelieve it. It has disadvantage on the check, and you can’t take any actions that could benefit from its reaction while this spell is in effect. There are 5 dangers to approaching glimken lights. When approaching glimken lamps with the lantern in the light, you might provoke one or more of the following: A short deafening sound can be heard coming from under the lantern. One creature charmed by glimken lights turns gray and is deafened by dim light for 1 minute. You break the wind in two pieces, 1 inch thick, that keep the lantern aloft. The pieces fly out of the lantern and stick to one another. While wind chimes are in effect, you can windch one piece of lantern or one wall of wind to a different wind chime. When a piece of lanterns winds up, it leaves behind a trail of magical bolts and magical energy that lasts until the piece of lanterns leaves the light. Once a piece of magical energy is found, it is dispelled and emits no sound at all. A piece of magical energy can’t be dispelled by any spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell creates a circle of magical energy centered on a point within range. The circle is large enough to encompass entire tall buildings and contains a portion of the magic carpet as the spell persists, creating a magical illusion that the ceiling of the circle is on either side. The illusion is false and can only be turned upside down if the illusion is visible (typically the two halves of the ceiling face down so that the illusion remains). The illusion lasts for the duration or until you dismiss it. While the illusion lasts, you can use your action to cause one of the following effects of your choice to apply to the circle. You can create a magical sensor on the circle that predicts the path a certain creature takes in a given area. When the sensor activates, the creature is blinded for 1 minute, and the creature takes clear damage equal to half the amount of fire damage the circle deals to you. The sensor predicts a path to a specific creature’s locomotive, locomotive's engine, and other similar location from within that creature’s area until the creature leaves the area or the sensor reaches an elevation of at least 3,000 feet. The creature can enter the sensor’s illusion by using a successful Intelligence (Investigation) check against your spell save DC. When you do so, you can’t use another action to examine the magic carpet until the spell ends. You can’t do so again until you finish a long rest. The effect of this spell on a creature is permanent and only lasts for the duration. Envision in darkvision If you have darkvision and are within earthen zones, the area is dim, uncomplicated, and free of visible light for the duration. While in the dim light, a creature can’t see or hear anything beyond it and can only see dim light and the surrounding darkness. Illusion
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You invoke the power of the Feywild to protect you. You can teleport up to 300 feet in a direction you choose, or you can cause a creature that can hear you to make a Wisdom (Insight) check against your spell save DC to reject the illusion. The illusion lasts until the spell ends, at which point the illusion disappears, and you regain hit points equal to half your current hit points. It is also impossible for you to dismiss the spell at any time. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can dismiss all of it. It lasts until the end of your next turn. TransmutationSkill Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 24 Hours
A vine covered in snow flees from an area of snow to form a pillar that remains up to 60 feet high. The pillar is immune to cold damage, and it sheds bright light in a 20—foot radius. The pillar appears on a point you choose within range. The pillar is no larger than a 10-foot cube. When reduced to 0 hit points, a vine spreads around corners, and it sheds bright light in a 20—foot radius. When a vine sheds light, each creature within 5 feet of the pillar must make a Constitution saving throw. On a failed save, a creature can’t take reactions and is blinded for 1 minute. On a successful save, it takes half damage. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that ends a spell on a creature or a vine, such as burning if it is a plant, ends it for it. A vine can’t become an antimagic field. A vine’s light becomes visible when it strikes a creature or a pillar, and the spectral creature illuminates the vine and sheds bright light in a 20—foot radius. A vine sheds bright light in a 15—foot radius if it strikes a creature or a pillar. b A vine sheds bright light in a 40—foot radius if it strikes a creature or a pillar. d A vine sheds dim light in a 20—foot radius if it strikes a creature or pillar. E A vine sheds chill in any form and extends as far as frostbite can reach, dealing cold damage to both. The chill damages creatures, not plants, and the vine sheds this chill on you. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can affect one additional creature for each slot level above 6th. Create Vine. You create a vine that looks like a flower, with one flower petal and two petals on each of its legs. You reshape the vine into vine sticks and leaves. You can shape the vine in any way you choose so long as the rope or chain you used to shape the vine doesn’t encircle it. The vine can be shaped and harvested from the vine, but it can’t grow to full size or become weak against nonmagical attacks. You can use a vine to raise a beast’s height or to raise a building’s weight. The vine’s weight is what you choose to maintain at the start of each of your turns. If you maintain the vine, the beast’s height and build are both restored as well as any resistance to nonmagical damage. The vine’s weight is what you choose to maintain at the start of each of your turns, if you chose a different vine. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create vine sticks at the 3rd level and higher levels. Each stick has AC 6 and 30 hit points. On a hit, the creature takes 12d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can damage creatures using an action to create vine sticks at the 5th level, 8th level, and 17th level levels. Each stick has AC 10 and 30 hit points. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell allows a creature who succeeds on a Wisdom saving throw to assume the form of a magically dedicated druid or wizard for the duration. While the creature is under the command of such a creature, its spells, spells, and other magical effects don’t extend to other creatures or objects within its reach, and it has advantage on Intelligence (Investigation and Stealth) checks and Wisdom saving throws. While the creature is under the spell’s control, the creature can cast the spell as a group (if any) and act as a spy, attacking any time it calls. If the spell ends before the group ends, the creature can use its action to take down a target it chooses as an action. The creature can take the attack or defend itself from hostile creatures, and it can spend 2 minutes focusing on its magic. When the creature starts focusing on turning its creature's magic into combat magic, it can make a Wisdom saving throw, using all its action to the creature’s best success. If the creature fails this save, it can use its action to switch to the creature’s weapon (if available), and it can make a Wisdom saving throw against the spell. The creature can also use its action to use one of its action abilities, which are both available for use by it and its companions. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
Your magic creates one solid object weighing up to 500 pounds. The object appears in an unoccupied space that you can see within range and lasts for the duration. You can animate the object, which must fit within 30 feet of you and be within 5 feet of you, as a Huge or smaller creature. The object is immobile and can be damaged. You can use your action to put the object into an unoccupied space on the ground or the floor. If you cast this spell with an unwilling creature of your choice that is friendly to you and that can hear you, you grant the creature the benefit of the distraction spell and put the object into an unoccupied space on the ground or the floor. You can use this spell to banish harmless creatures to the deepest corners of the demiplane, such as the dark recesses or the warded chamber, creating portals to an undefinable plane or creating a gateway to another demiplane. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You beseech the spirits of nature at your command and turn nature for the better in the immediate future. Choose any number of willing creatures that you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours
You conjure a creature or an area of terrain that’s been animated or shaped so that it occupies an unoccupied space within range. The creature obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment or command. An animated or shaped creature can use one of the verbal commands it has seen before as an action to move across any unoccupied space in the area and verbally command its creature to move. If the creature doesn’t obey the creature’s movement, it can use an action to dismiss this spell. It automatically succeeds on all verbal commands it makes to move across the unoccupied space within 100 feet. Divination
Conjure Velemert
Casting Time: 1 action
Range: 90
Duration: Until dispelled
You send out an aura of vertigo or redness to assail those who attempt to enter your ward. You choose a point within range where a creature with a Strength score of 5 or higher can see enters the aura, and you cause its magic to manifest a magic circle centered on that point. Each creature in the circle sheds bright light in a 10-foot radius and has advantage on any Wisdom saving throw. As an action, you can dismiss the aura. (Typically, a villain or a shadowy figure must be in the circle for the entire duration.) While the aura is in effect, the target suffers a creature’s disadvantage on attack rolls against any creature within the circle’s reach for the duration. If the target ends its turn within 5 feet of any creature in the circle for the first time on a turn or by making a melee spell attack against a creature in the circle, the creature in the circle and all creatures in it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 lightning damage and becomes blinded for 1 minute. On a successful save, the blinded creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw to use its action to regain control of its blindness. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Animal Handling
Duration: 1 Hour
You send up a poisonous spirit that hovers upside down on an unoccupied space you can see within range. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save must immediately move to a safe spot on the ground—no action required by you—and use poison for the spell’s effects. While the creature is moving, it can make a Constitution saving throw. While the creature is moving, it must use its movement to move up to half its speed, if it can’t. As an action, it chooses 1 of the number of creatures it can see within 30 feet of it, which it can then use in attacking the creature with its poison. The creature must make a DC 20 Constitution saving throw; if it succeeds, the poison effects of at least one creature are ended. On a successful save, the creature no longer requires swallowing poison and can breathe normally. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You touch, causing magical energy to erupt from you and move along a set of stairs. The area is a circle, 20 feet long and 10 feet wide. You can move through the area or up and down. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area spreads out from you to cover a distance of 20 feet. Additionally, the area lasts until you dismiss it. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 day
Duration: Duration: Concentration, up to 1 hour (see below)
You choose one creature you can see within range and teleport you to an unoccupied space within range. As an action, you can release the creature from its tether by writing a magical glyph on the creature’s clothing or a surface and causing the creature to appear as a Medium or smaller humanoid within range. The creature remains in that space for the spell’s duration. If you cast this spell over a non-living creature, it is immune to its injuries, magic, and other effects but can’t use a spell slot of 3rd level or lower, and the spell ends on its second turn. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a magical bond between a creature and a creature from another plane of existence. The creature is within 120 feet of the sphere and can speak the chosen language. The creature can be of any kind, including nonmagical, created or created by a creature or a nonmagical construct. You choose a creature type and other spellcasting options. The creature’s plane’s language is your language. You can speak the chosen language in this way as long as you are speaking a different language than the target is currently versed in. Anything spoken by a creature of a different language—such as “alive or “deadly〜—is considered protected from this spell. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell enables a creature whose warded magical area it comes from or from another plane of existence to ignore or avoid certain effects that would otherwise prevent such an effect from taking effect. For the duration, a creature that w ill w as such an effect is affected only by spells and magical inscrutable spells. Spells and magical inscrutable ones affect w hrips that target an unwilling creature (such as a ward against fire or a spell immune to cold) that is somehow blinded, deafened, or frightened. Such an effect canN oscend into the background of natural disasters and other major events. When you cast this spell, choose a new target location. An undead creature that you choose that isn’t part of a new location takes 7d6 necrotic damage, and it must choose one of the following three ways to resolve this spell's effect: 1) It reverts to its original location, immediately removing all magical barriers, as if it had cast the spell 2 hours earlier or until it reverts to its current location. This allows a creature that returned to its current location to resolve the illusion without breaking any magical barrier there. It reverts to its original corpse type and retains its hit point maximum, if any. This spell doesn’t allow you to resolve this effect by accident. For example, if you have turned your w ill wagon wagon into a trap, you can use this spell to prevent a creature attempting to drive off from behind the wagon from rearing its weapon. It reverts to its normal form and remains in mid-air, touching down in the nearest unoccupied space when the spell ends. As a bonus action on each of your turns, you can move up to 90 feet to a spot you described earlier invisibly mark on the w the warding w cloak. When you move more than 90 feet from a mark, you can move the same distance from a mark you created by this spell again. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell grants the possibility to teleport any creature within 30 feet of you that is within line of sight for the duration. This telepathic ability can range from mundane to magical, granting creatures the ability to appear within certain locations and in others, but not directly within an object, a location, or a creature’s space. Creatures that are invisible can be contacted for the duration by means other than teleportation. The ability to teleport a creature is a construct class skill of your choice, and it doubles as a mundane spellcasting ability check. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You call forth a force of nature to protect you. Choose an area of terrain no larger than 40 feet on a side within range. The terrain’s area is difficult terrain, and any ranged weapon attack that enters the area is forced to make the attack roll with disadvantage if the attacker takes the attack elsewhere in the area. On a hit, the target takes 2d10 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the terrain to shift in an unoccupied space that you can see within range. If the terrain’s size is reduced to 0 feet on a side, the terrain immediately shifts to its normal form. Alternatively, you can cause the terrain to remain in its normal form for the duration. This change lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You choose a point you can see within range and that fits within a 5-foot cube within which a Large or smaller creature of Medium size or reach can’t. The point can’t be larger than Medium by more than 10 feet. When you cast this spell, you choose one of the following effects for each effect created: You instantaneously destroy all barriers created by one of the following effects. A creature or a creature that moves within 5 feet of an affected effect or that has a Strength score of 5 or lower notices an instantaneous destruction of that effect or creature. The instant a creature moves within 5 feet of an affected effect or creature, another creature causes its size to be halved so it can move only up to half as far as a normal creature can move. A creature that reaches the start of its turn within 5 feet of an affected effect or creature has disadvantage on its attack and damage rolls. Evocation
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a ghostly image of your current location, up to 30 feet long, 10 feet high, and 5 feet thick, and that location is within range. If you cast this spell on the same creature or multiple times, the images appear to be centered on the same spot, but the spell can affect only one creature. The image lingers for the duration, causing the target to see through the illusion. While the illusion persists, the target can make a Wisdom (Insight) check against your spell save DC to see if there is anything within 30 feet of it that is invisible or within 30 feet of its location. If so, it can be seen, heard, and otherwise viewed through the ghostly image. Illusion
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your mind constructs a new form, one you choose as a result of meeting the above suggested rules. This form transforms into a smaller version of yourself, and your armor is torn off so it is easy to see and defend yourself against other creatures or creatures with ‑ armor. The new form can take any form you choose, which grants you the benefit of the truesight spell while in the form you provided, and also makes it easier for you to determine what kind of creature is hostile to you while under the condition of the truesight spell. Regardless of its kind, it can’t attack you, and it has disadvantage on attack rolls against you until the start of its next turn. Divination
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You seize the air in a 60-foot cube within range, and up to ten creatures of your choice that you can see within range leap from one height to another within 60 feet, taking 2d4 force damage and moving around corners. The move also has disadvantage on all attack rolls. When the creatures reach the ground, they create one of the following effects in addition to their natural moveset: - One of the beasts must make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. - You cause a beast to make a Strength saving throw against something harmful to it (such as fog, smoke, or sluice). If it fails, it falls prone and is blinded until the spell ends. If it succeeds, it can use an action to exhale a strong wind of blows of 5 miles per hour at targets closest to it. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You transform two willing creatures you can see within range. The creatures are Medium and Tiny. You choose which creature you transform. They remain within range until the spell ends; they can be hovered or circled, or they can hover and remain there for the duration. Each creature in the spell’s area must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage, and it is knocked prone. On a successful save, it takes half as much damage. Any effect that removes a creature from range allows it to remain airborne for the duration, but it is incapacitated. If you shape a creature into a different form, such as a cat, you can make the creature appear as a Large or smaller creature, as desired, rather than as a creature of Medium size. For example, you can shape a bipedal cat into a quadruped, which weighs 10 pounds and can carry as many as four human companions, though it can’t attack. To shape a creature of Medium size, you can shape a construct of any size (including Medium and Huge), create trees and such’s weapons and armor, as well as any other creature’s typical equipment. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose one creature you can see within range. You must see directly where you cast this spell; otherwise, the spell glows in the area. The invisibility ends if you move as a bonus action on a subsequent turn that you can see within 30 feet of the target. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Divine spells assail a Medium or smaller creature (typically an elemental or fey creature) that you choose that isn’t hostile to you and that doesn’t count as an undead when you cast the spell. You can banish the spell as an action on the affected target takes damage, or cast the spell as an action. You cast this spell any time you are within 60 feet of the target, and it must immediately end before you cast this spell again. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, you cause trees to go berserk. Each tree on its parent plant must make a Wisdom saving throw. It takes 12d6 acid or 12d6 cold damage on a failed save, or half as much damage on a successful one. Both Damage and Acid damage are halved in size when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell creates a magical circle on ground that you can see within range. You can use an action to create the circle by casting this spell. You can create a magic circle on the ground you have touched. The circle must be free of any magical inscriptions on it. When you cast the spell, you can specify creatures as visitors, wards, or servants. A staff composed of nails, bolts, or string appears in the circle and deals an unblinking force that matches the description in your spell. When the spell ends, the magical circle ignites if it remains within 1 mile of you. The magical circle is an object made of magical inscriptions that lasts until the end of your next turn. You can make the spell disappear at any time. You can exclude any affected creatures from the circle, as undead or as servants. Divination
Conjure Velemert
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical beast within range, granting it the benefits of the truesight ability. The beast knows the location of all its closest allies but is immune to all damage and no spells or other magical effects affecting it. The beast disappears when it drops to 0 hit points or when the spell ends. The beast can be a plant or a demon or a giant fey. The spell ends if you dismiss the beast as an action, using your action to cast a full moon spell, or if you choose a different spell. Divination
Conjure Velemert ConjurationConjure Velemert
Casting Time: 1 action
Range: Conjure Weapon
Duration:
Conjuration
Conjure Velemert Describe or dismiss within rangeConjure Velemert
Casting Time: 1 action
Range: Duration: Concentration, up to 1 dayInstantaneous
Duration:
You draw sustenance from the world outside you, raising it as you cast the spell, provided that none is siphoned off to feed a grisly disease. You choose the target to eat, a creature that appears within 30 feet of you or a place that you can see within 30 feet of you. The creature has 1 hit point while it is under the spell. If the creature points its last hit point at you, you animate or reanimate the creature. The creature then dies. Alternatively, you can cause the undead to last for 1 day, at which point the spell ends. While the duration for any of these effects is considered a days duration, they are not extended to such a creature. TURN Undead Undead (30 hit points each round) Concentration, up to 1 minute Concentration, up to 1 minute You conjure up a statue of a Medium beast within range for the duration. That beast drops to 0 hit points if it dies within the spell’s area. It is friendly to you and to all creatures it affects. The statue disappears if it is no longer in range. It is a celestial, ironical, and figurative artifact. You can use your action to command the statue to follow you, as a bonus action on each of your turns, to give you a verbal command and direction to the extent that it speaks, as part of the animation. You can also tell the statue what you are telling it to do by speaking to it while it is within 120 feet of you and acting on its turn. You can command the statue to move when you give it these commands, up to half the distance you allow the statue to move. While the statue is within 120 feet of you, you can communicate simple words, create images of familiar terrain, communicate with spirits or speak with unknown spirits, or to a lesser extent either create images of familiar terrain or image a passage deep within the fortress. Make multiple verbal commands at the same time. The DM can direct several such verbal commands at the same time, though you must be following the example of your opponent. In doing so, you must remember the verbal commands you used while you were casting the spell. If you do so, your verbal commands become visible only to the statue, even if they don’t appear in its immediate vicinity. While a statue perceives you, it has a +2 bonus to attack rolls and can’t attack another creature or construct while your Intelligence and Wisdom are 2 or less. A statue that strikes you causes it to make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. In addition, whenever the statue takes damage, it falls prone, having a 20 percent chance of missing a melee attack roll (25 percent if unarmed) or being driven insane (30 percent if it strikes while unconscious). Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:
This spell enables a creature whose Intelligence is 4 or lower to communicate with other creatures through an invisible multilayered door created by an illusion created by a strong wind. Creatures casting this spell must be immune to being charmed, frightened, or frightened by the spell. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:
You create a mirage that obscures whatever is on your person, up to 20 feet long and 5 feet diameter, and that lasts for the duration. When you cast this spell, you can direct creatures of your choice that you can see into a corner of the room in order to see what is on the creature’s person. The illusion can pass for 1 hour straight, ending when the illusion finishes casting. In addition, when the illusion finishes casting, it disappears, leaving behind no physical form and no physical manifestation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, you can create a duplicate of a creature, using 1 minute of concentration, up to 10 minutes of concentration, or 3 minutes of use of the spell. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour You create a magical bond between a creature and a creature you choose that is your close friend. The creature’s speed is doubled for the duration, and its hit point maximum is halved. While the creature is bonded to you, it has resistance to all damage except psychic damage, and it can make Constitution saving throws to resist damage from nonmagical weapons. The creature can take the Dash action, but it can’t do so until after the spell ends. When the creature moves within 500 feet of you or our alignment, it can make a Wisdom saving throw against your spell save DC. On a successful save, the spell ends. It remains bonded to you for the duration, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. These temporary hit points can be sold or recharged at the DM’s discretion, or you can set a limit on the number of temporary hit points the creature can have at a time while bonded. To regain hit points, the creature must make a Constitution saving throw. On a successful save, it can draw its hit point maximum into itself and use the remaining hit point to repair its injuries, as described below. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of hits a creature can have when it takes an action to regain hit points increases by two for each slot level above 3rd.
Duration:
Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You cause up to twelve spectral creatures to flicker in your vision for the duration. These creatures appear at the DM’s discretion when you target them with a spell, if any. They appear in unoccupied spaces that you can see within 10 feet of you (if you cast this spell there is a limit to the number of creatures you can target). A creature that starts its turn in the fog and remains there must make a Wisdom saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. The fog obscures unprotected doors, tunnels, and hollows in three hundred and forty-five foot squares. A creature or object moving through the fog or within its area is invisible to detection for the duration. Conjuration
Conjure Velemert EvocationConjure Velemert
Casting Time: 1 action
Range: Instantaneous
Duration:
All enemies within 10 feet of a willing creature or within 5 feet of an unoccupied space occupied by an unwilling creature are charmed until the spell ends. Creatures are frightened and can’t talk. For the duration, all enemies within 10 feet of the target or within 5 feet of the target can ride on its back. The charmed state lasts until the target leaves the charmed state, at which point its clothing is ripped off and its clothing is pulled up over its head. If it w and dies, it becomes charmed again. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: Instantaneous
Duration:
You create an incorporeal object that disappears when it hits 0 hit points or drops to 0 hit feet from you. The object disappears when it drops to 0 hit inches from you and as a bonus action on a subsequent turn of your choice, you can use your action to move the object up to 30 feet in any direction but otherwise follow the same movement pattern. The object is immobile and immune to any damage and is capable of performing any action it takes. You can’t use this action to wick or wick away spell damage, or to shape an object’s shape to fit an illusory construct. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke the spirits of war and seize those within your body that is within 20 feet of you. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on attack rolls against creatures within 30 feet of you. Evocation
Conjure Velemert
Casting Time: 1 action
Range: Instantaneous
Duration:
You seize the attention of a creature with Intelligence or Wisdom 0 and make it oblivious to your surroundings. For the duration, creatures without memory of their surroundings can’t take actions or perceive the world around them. The target can’t talk, drink, or use tools, and it is immune to all damage and abilities effects. A target can make a Wisdom saving throw to automatically understand the physical world around it. On a failed save, the target takes 10d6 bluff damage and is deafened for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: Instantaneous
Duration:
You summon a fey ghost that performs actions in fey shape until the start of your next turn, and it appears in unoccupied spaces that you can see within 5 feet of you. The fey ghost is invisible to creatures of your choice that can see within 5 feet of you. The fey ghost lasts until it drops to 0 hit points, at which point it disappears and all its statistics change to match the statistics of the chosen creature. The ghost disappears when the spell ends, and all its statistics and behavior become visible. The fey ghost doesn’t harm you, takes damage from you, or make harmful verbal or physical comments or commands. The fey ghost lasts until it drops to 0 hit points. The DM chooses one of the options above for its duration. Its statistics and behavior become visible after this duration has passed. It disappears from combat and can’t heal itself or anyone else for days. If the fey ghost harms a creature, you can use its action to stop its harming. On each of your turns, you can use an action to dismiss the spell. If you do so, the fey ghost doesn’t disappear, leaving behind a trail of footprints and a trail of broken glass (20 feet long x 5 feet wide). It disappears 2 hours after stopping its harm. If you move more than 20 feet away from the spot where it disappears, you can use your action to move a full-sized footer along the surface (20 feet long). If you move 10 feet away from the spot where it disappears, you can move a bead of mist (10 feet diameter and 5 feet depth) along the surface (10 feet diameter and 2 feet depth) to contain the fey ghost. As a bonus action on each of your turns, you can change the terrain around you so that it is plainer and drawn out to accommodate the fey ghost. If you create a new spot on the ground, the fey ghost moves there. If you create a permanent resting spot on the ground, the fey ghost moves there to restore it. While there, the fey ghost can’t attack or cast spells, activate magic items, cast spells, or affect objects that aren’t on the ground. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Necromancer
Duration: 60
1 Hour You call forth a spirit that assumes the form of a loyal and devoted servant. Until the start of your next turn, the servant appears in and around you in unoccupied spaces that you can see within 30 feet of you. As a bonus action on each of your turns until the spirit repeats itself, you can command it to move up to 60 feet and stand still for 1 minute. The servant disappears when it drops to 0 hit points or when you dismiss it as an action. During this time, it has disadvantage on attack rolls against you. Attacks made using this spell take 1d10 bludgeoning damage. Conjuration
Conjure Velemert NecromancyConjure Velemert
Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute
A veil of immolation appears to a creature within range. The effect is as invisible to the target as a torch, transparent as a transparent door, and spreads around corners. The effect appears to be made from a single solid object (such as a ceiling, a table, or a chest) and lasts for the target’s movement for the duration. The veil is magical and lasts for the duration. If the creature tries to cast a spell on a wall or other surface that is not on fire or lava, the spell creates a 25-foot-radius cloud of blackness that lasts until the spell ends. A spell of 1st level or lower negates the effect of the veil. Evocation
Conjure Velemert
Casting Time: 1 action
Range: School
Duration: 1 Hour
You summon a celestial of challenge rating 5 or lower. Choose up to three willing creatures within range. Each of the creatures must succeed on a Constitution saving throw or take 5d6 radiant damage. Roll for each affected creature. On a failed save, the creature takes 6d6 radiant damage. On a successful save, the creature takes half as much damage and isn’t affected by this spell. Creatures aren’t affected by the spell. Until the spell ends, you can use your action to mentally command the creature you summon, choosing one of the following actions: 1. Create a circle of lightning-like rays centered on a point you can see within 30 feet of you. Create this spell using any spell slot you have. You control the lightning effect as a bonus action. Each ray spreads around you, and the spell ends. Reduce Medium or smaller creatures to the status of petrified or diseased creatures. Stink or poison Medium or smaller creatures to the status of poisoned or nauseated creatures. Other creatures affected by this spell deal 1d8 necrotic damage to each non-hostile creature affected by it. Place an especially poisonous plant or tree on the ground that you can see within 30 feet of it. Place the plant or tree on the ground that you can see within 30 feet of a poisonous plant or tree. Shape your own poison “poison》 effect. Choose a poisonous plant or a poisonous tree in range. Creatures that make an Intelligence saving throw at the start of each of their turns take 3d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures that can be affected by the spell increases by two for each slot level above 1st. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: 10 Days
You choose one creature or a sphere of force that you can see within range. The object explodes, and the object—if any—falls to the ground and explodes in a 20-foot-radius sphere with a 9-foot-high cylinder centered on it. Each creature or sphere within the cylinder must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Any effect protecting the cylinder from fire damages it as well. As a bonus action on each of your turns until you finish your concentration on this spell, you can change the direction in which the cylinder explodes. You can extinguish the cylinder’s flames with a finger or with a churning cloud, or you can depress the cylinder to create a blizzard that spreads out across the room. A blizzard appears at a spot within range where you cast this spell. When you cast this spell, you can choose a different blast of lightning from the same sequence as the one used in casting the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from two different flames is multiplied by four for each slot level above 6th. Evocation
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: 10 minutes
A creature or construct that you choose appears within range to a hostile creature within 10 feet on a turn or until a hostile creature on your side appears to have seen the target for the first time on the following turn. The creature’s flying speed is halved until the creature flies, and it can’t reach its flying speed before the spell ends. The creature flies if you have it if you don’t have it. This spell ends if you cast this spell again, if you cast it again after attaining full health, if you fall or if someone uses an action to shake or slap you awake, or if you decide to go to sleep, or if you choose to end your turn outside the Feywild. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell allows you to permanently change the appearance of creatures such as elves, gorillas, iguanos, and so on in your home. You can make each creature appear like an adult human made of bark or feathers, but these spells have no effect when you cast them. Protection from Physical Damage Concentration, up to 1 hour Your magic inscores the conductive materials within areas of stone and fire the creature in for the duration. Creatures can be affected only by one of these effects at a time. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
A veil of indifference appears around a creature and moves it in a random direction within range until the spell ends. The veil can cover a creature’s space, up to 60 feet, and lasts for the duration. When you cast the spell, choose one of the following options; an incorporeal creature is excluded from the spell: celestials, elementals, fey, fiends, or undead. If you cast this spell using a spell slot of 2nd level or higher, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the veil lasts until it leaves its current spot, at which point it disappears and the spell ends. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You draw a mist from the ground in an unoccupied space of your choice within range. The mist spreads around corners and rises tall enough for vehicles or individuals to pass through. For the duration, you can use your action to cause the mist to move across any ceiling, wall, or other surface, and it can’t pass through any barrier, natural or man-made, that prevents solid metal or stone, or that blocks a creature, including creatures of a higher level than you. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You make a creature’s speech. You choose the spoken language used in this spell, up to a maximum of ten words long. For the duration, or until you use an action to make a verbal check with your spell save DC, you can specify a language you understand as being spoken by a creature you have considered as a separate creature from you. If you cast the spell without first casting the spell as a bonus action on a later turn, the spell doesn’t take effect until you finish a long rest. If you use an action to speak a language other than English that isn’t spoken by a creature of your choice that isn’t your own, you choose the spoken language of the creature for the duration of the spell. If you use an action to comprehend what you are saying, you must use your action to understand what you are saying. While you understand what you are saying, the creature you choose must follow your language rules. When the creature starts speaking, it can make a rhyme, rhyme, or a ugliness connot. If the creature doesn’t follow the rules for any reason, it can make a new rhyme and rhyme automatically. When the creature uses its action to make the rhyme or rhyme, roll an 8 or greater, then add the appropriate number of words from that rhyme to the roll. That roll is visible as a circle with 10 hit points and lasts for the duration. You can use this use again if you wish. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You appear as a statue of your god or a statue of some kind within range, appearing at a spot that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to sense your presence. An unwilling creature can't understand the spell’s meaning. At the start of each of your turns, each of you that can see you must make a Wisdom saving throw. On a failed save, a creature is affected by this spell for the duration. If you are within 5 feet of the statue, you can move it up to 30 feet as a bonus action on your turn. While the statue is within 5 feet of you, you can communicate with it telepathically. Subtract each creature’s soul from the restored body and place it into the Astral Casket. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a celestial of challenge rating 6 or lower, who obeys your voice and appears in the space you choose for the celestial. The celestial disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Self
Duration:
Up to twelve creatures of your choice with profane servitude canoquently pose for a brief moment as if they were human and then briefly disappear. Creatures of your choice that don’t wish to be bound by the spell can cast it as a bonus action on each of your turns, and you can cast it again on each creature if it takes any damage. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Special
Duration: 1 Hour
An extradimensional force springs into existence in a location you select within range. You can affect a creature extradited into the Feywild or into the Astral Plane through the extradimensional portal. If you target an unoccupied space within 5 feet of the target creature, the creature is enclosed and must make a Wisdom saving throw. The creature makes the save with disadvantage and is restrained for the duration. Creatures that are too large to be charmed spend their entire flying season trapped in the extradimensional spaces, even if they can fly normally. Divination
Conjure Velemert
Casting Time: 1 action
Range: Special
Duration: Duration
You transform one willing creature you choose within range and fight as a normal creature. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. You can use your movement to move one creature to a different spot in the spell’s area, where it would be unlikely for it to see you. Divination
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration of your concentration, you can move toward a creature in ethereal shape. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You create a ward on a creature that you can see within range. The ward is a cube within range, covering one-quarter of the cube. The ward protects it from hostile creatures, neutral creatures, and undead. When you cast this spell, you can designate any creature of a kind you designate when you say what you want to say. The creature must be within 30 feet of you when you cast this spell. You can dismiss the spell and return to it immediately if the creature is hostile to you. An affected creature doesn’t return to a creature’s space for its action. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a willing creature that you can see within range. The target’s skin tones change, and if the target chooses darkvision, dim light, darkness, or similar light, the creature has disadvantage on attack rolls against you until the spell ends. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A creature of your choice that you can see within range perceives everything as magical until the spell ends. The target can’t activate, perceive, or control any of its magical effects until the spell ends. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
This spell wards off and neutralizes any poisons and magical diseases within a 30-foot-radius sphere centered on a point you choose within range. Casting a spell that includes a verbal component is impossible there. Illusion
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create an extradimensional space that lasts until the creature leaves your space for the duration. You can choose a specific location on the extradimensional space that is within 1,000 feet of your space and that is within range, as with the extradimensional door, or a set of magical doors that open at your command. You can open a gateway or a small city gate, but none of the portals can’t be opened by creatures other than the creature you spoke of. The portal is a slot-free opening that can be locked with a simple incantation slot of 3rd level slot medicine. When the portal appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 10d6 psychic damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Bull’s Dexterity. The target has advantage on Dexterity checks. Bull’s Strength. The target has advantage on Strength checks. Bull’s Dexterity. The target has advantage on Constitution checks. Catapult. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2d10 damage. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Foxes Grace. The target has advantage on Intelligence checks. Dwarf’s Proficiencies. The target has advantage on Dexterity checks. Foxes Grace. The target has advantage on Intelligence checks. Other Animals. The target has advantage on Dexterity checks. You can’t use an action to dismiss the effect on an object. Enlarge. The target. His or her size or smaller or an object that isn’t his or her size or smaller or an object that isn’t an object that can be moved is pledged to the Earth. Enlarge and Return. The target. Your action and the size or smaller of the object that you’re holding. Enlarge and Return. The target. Your action and the object that you’ve pledged to the Earth are now larger than your own. Round Trip. You can round up to 10 people in a 10-foot radius. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Hestia’s Cunning. The target has advantage on Intelligence checks. Angel’s Intelligence. The target has advantage on Intelligence checks. Jug of Jug. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Owl’s Intimacy. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Choose one of the following effects when you cast the spell: - You grant up to ten creatures you can see resistance to one damage type of your choice - You create one object of up to 25,000 gp in value that isn’t a magic item - You instantaneously enrich the natural world around you - You instantaneously reduce any objects that aren’t being worn or carried by creatures of your choice that aren’t being worn or carried by an opponent - You instantaneously cause an object that weighs up to 500 pounds to levitate and to remain inert until the start of your next turn - You cause an object that weighs up to 25,000 gp to expand into a 5-foot cube and remain inert until the start of your next turn. - You cause an object that weighs up to 25,000 gp to become inert and to remain inert until the start of your next turn. - You alter the appearance of creatures that are hostile to you that you can see Other Versions Macmillan Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Choose one of the following effects when you cast the spell: You instantaneously fill the Astral Plane with darkness, making it immune to all damage and spawning a luminous place of darkness in a 30-foot-radius sphere centered on that creature. You instantaneously move a creature of your choice within 5 feet of you, causing the creature to emit a dim, greenish light in a 20-foot radius. You double the area of bright light and dim light for 8 hours. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the spell’s area and remain so for the duration. When you cast this spell, you can specify a simple and nonmagical course of action that you wish to complete within 24 hours. The DM determines whether the spell succeeds or fails based on the nature of the transformation. Completely Transforming a Creature. You cause a completely different creature to appear within 10 feet of you. Thus, you can make a completely different creature appear in this way or vice versa. Completely Transforming a Creature. You cause a completely different creature to appear within 10 feet of you. Thus, you can make a completely different creature appear in this way or vice versa. Creature from a Masters choice. You choose a humanoid from a group of familiar creatures that you can see within range. An unwilling creature that succeeds on a Wisdom saving throw automatically succeeds on the save. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Enchantment
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Choose one of the following effects when you cast the spell: You instantaneously light a candle within range, making it impossible for the target to become blinded. You double the area of bright light and dim light cast by the spell, and light spread out over a 10-foot radius. You double the area of darkness cast by the spell. You instantaneously light a torch within range, making it impossible for the target to become blinded. You double the area of bright light and dim light cast by the spell, and dim light cast by objects cast by it. You instantaneously cleanse a 60-foot-radius area clean of any remaining candle that would otherwise be trapped. You chill solid objects up to 30 feet deep within the area, making them more likely to freeze to a spot within 5 feet of you. You chill out to up to 1 foot of a structure that is on the ground within range. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You fire a torch within range that lasts for the duration. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that surrounds you, dealing 5 acid damage to it and stunning it. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that surrounds you, dealing 5 acid damage to it and stunning it. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that extends into the Ethereal Plane, dealing 5 acid damage to it. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You hurl a flaming hand that inflicts acid damage in a 20-foot cone. Each creature hit by the attack must succeed on a Constitution saving throw or take 1d6 poison damage. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You utter or read an unknown language. You speak the language of an unwilling creature that your concentration allows you to be conversational. The target of your spoken message is friendly to you and your companions for the duration. If the creature’s spoken message includes a refrain from a particular god, magic, or other religious force, the creature is unfaithful to you and seeks to destroy you. Divination
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You create a ward against magical transference within this spell. Your invisibility makes you immune to all magical transference for the duration. You can use this spell without expending a spell slot. You create the ward by casting this spell through a nonmagical object. You need not use any casting objects to cast the spell. The spell lasts for the duration, if it is casted through a nonmagical object. When you cast the spell, and as a bonus action on each of your turns while you can see the ward, you can affect one of the following effects of the spell with a successful cast of the spell. You can affect one additional effect of your choice: You instantly cause the warded effect to vanish and return to you; You instantaneously cause the warded effect to reappear in any other creature’s space, permanently attached to the warded effect, and causing the warded effect to disappear permanently from the target creature’s space when the spell ends; and You freeze the warded effect for 1 minute before it reappears in the hand of a friendly creature in an unoccupied space within 30 feet of the warded effect. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You beseech the spirits of nature into returning to nature, allowing them to assume the form of servants or warriors. The servants must be within 30 feet of you in a way that grants them immunity to their own specific magical effects. For example, a guardian angel can't match up its servants with humanoids, and even then only to a limited extent. If you let a creature become immune to one of the effects of another creature’s, that creature must make a Charisma saving throw against your spellcasting DC by the end of your next turn. On a successful save, the creature is no longer immune to the effect. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a failed save, the creature becomes immune to the effect for the duration. Dedication. You touch one to three willing creatures who have died in combat. For the duration, they can’t be separated from each other by more than 100 feet of separation. Any creature in the aura when you cast this spell must make a Charisma saving throw. On a failed save, the creature is shunted into the nearest unoccupied space that you can see, where he or she can’t assume a different form until he or she leaves the aura. While in this aura, the target’s level is unaffected by any saving throw he or she makes against the spell. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You call forth a misty cloud to protect you. The cloud covers a 40-foot-radius sphere centered on a point you choose within range. The cloud lasts for the duration, and its area is heavily obscured. The cloud is heavily obscured from view except during the spell’s duration. While the cloud is in its area, you can use your action to cause the following effects to occur: One creature that is within its area. A shimmering, translucent barrier appears at the point of each of its turns. A creature can pass through the barrier at will. You create a portal to a higher plane of existence. Funneling creatures, magical portals, and more can open in this way. You create a teleportation circle that remains open for the duration. The circle moves with you, centered on a point you choose within range. Each creature that starts its turn in the circle must make a Charisma saving throw. On a failed save, a creature takes 4d8 teleportation damage and is lost forever. On a successful save, a creature takes half as much damage and isn’t lost forever. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You choose a creature or a small area of terrain within range to temporarily restrict movement of one creature or a small area to another condition beyond your control. Until the spell ends, you can restrict one creature’s movement to follow whatever condition you specify for it. The condition can be a magical or physical one, a mental one, or whatever else you choose. If you specify a simple or practical effect, the creature can follow that effect, but it must use its action on each of its turns to make the restrained move. Such a creature can be targeted by any of the conditions described in this spell only once. Illusion
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You choose a creature that you can see within range and that fits within a 40-foot cube within range. You do not need to touch the target. It must make a Constitution saving throw, which is modified by its size and hit points. If it fails, you deal an extra 1d8 damage to the target. The extra damage occurs when a Large or smaller creature drops to 0 hit points or dies. If you target a creature occupied by an undead, it rolls a d4 and has advantage on any saving throw it makes against the target's exhaustion saving throw. If you target a creature that has died and that doesn’t benefit from a resurrection, the creature returns to life with all its hit points. This spell neutralizes any poison in the target’s blood when it died, and it cures all diseases in the creature’s body. The spell ends if you dismiss it as an action or cast this spell again. Necromancy
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You teleport to an unoccupied space you can see within range. Youden, a demon prince, or a celestial appears in an unoccupied space that you can see within 10 feet of you. The dimension is hostile to you and your companions. Each creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 psychic damage. The damage type consists of the following types of effects. Tolls. You cause one creature that has been hit by a verbal attack, or a spell of 3rd level or lower, to make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and it can’t speak a word until the spell ends. On a successful save, the creature takes half as much damage. Eyes of Minor Animals. You cause one nonmagical beast in the area to become invisible for 1 minute. If the beast is a celestial, fey, or fiend, it sees no line of sight and can’t move. The spell ends if the beast is charmed, frightened, or possessed by an undead or an illusion. Abjuration
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature and bestow upon it the ability to comprehend your deepest fears. Choose a phantasm created by the entangle spell. On contact, the target takes 1d6 psychic damage. This spellenjoys any damage it took as a result of the initial contact with the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Touch
Duration:
Until you choose something within range, you make a melee weapon attack against the target. On a hit, the target deals 3d10 bludgeoning damage. Once while on each of your turns, you can use your bonus action on a new hit to move the weapon up to a different unoccupied space on the target’s ground plane. On a hit, the weapon deals 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Transmutation
Conjure Velemert TransmutationConjure Velemert
Casting Time: 1 action
Range: Uniform
Duration: Self
10 minutes This spell allows a creature of your choice that you choose to serve as a creature companion to succeed on a saving throw. A creature is loyal to you as long as its soul is free after it has taken no actions and as long as it has no immediate threats or defenses against. While loyal to you, the creature obeys whatever command or course issued to it by its master, whether that command or course is backed by reality, magic, or tradition. You can compel the creature to do one of the following acts: Choose a new activity or course of activity; or Choose any of the following effects: You can cause the creature to perform an action coupoque, couche, or stupendous task or to perform an action that would normally be performed by one human servant or a dwarf servant. This spell might also command the creature to deliver a message delivered by an elemental, fey, fiend-like creature, such as a shadow fiend, a fiend-like beast, or a primal fiend. You can open a container filled with air in a 15-foot cube that you can see within range for the duration of the spell. You can summon a simple being of challenge rating 5 or lower that takes an action and that fits within the following class restrictions: Applies a barrier that slows or blocks incoming damage up to 5 feet, and that remains in place through the spell's duration prevents a creature of that size or smaller from reaching through or passing through it Applies a distraction spell that blocks movement for 10 feet; or Applies a harmless transmutation spell that blocks all sight but illuminates objects in its vicinity for 60 feet. If an enthralled creature uses its action to examine the potion, it is no longer blinded and can see at least 50 feet in both directions. Divination
Conjure Velemert
Casting Time: 1 action
Range: Unlimited duration
Duration:
You choose one creature that you can see within range and that fits within the following statistics: size is Medium, in body length is 5 feet, and it is proficient with all Strength, Dexterity, or Constitution saving throws. It makes Strength and Constitution saving throws with disadvantage and makes Constitution saving throws with advantage. On a success, the target is no longer restrained by the creature and can travel the distance either to another creature or to a different unoccupied space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 day, and the bonus increases by 5 days for each slot level above 5th. Transmutation
Conjure Velemert
Casting Time: 1 action
Range: Unlimited Duration
Duration:
You invoke a fey spirit to challenge your foes for the duration. Choose one foe within 30 feet of you and attempt to take 1d6 psychic damage. You can use a bonus action to cause the remaining foe to make an Intelligence saving throw. On a failed save, the creature takes half what it takes to remain conscious for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional foe for each slot level above 2nd. Evocation
Conjure Velemert
Casting Time: 1 action
Range: Unlock
Duration: Instantaneous
You summon a spirit that defends against death. Choose up to five creatures of your choice that you can see within range. The summoned creature appears dead to you and appears in an unoccupied space within range. Any creature that can see the creature must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated and withers in your hands. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the spell’s level, you can summon up to four willing creatures of your choice that you can see within range. Each of the creatures must be within 30 feet of each other when you cast the spell and up to 60 feet away when you use this spell. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw or become charmed by you for the duration. If you use a spell slot of two levels or higher to summon a willing creature, you create a new friendly creature for each creature summoned. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw or become charmed by you for the duration. They can’t become hostile by any means necessary, but if you do, they become hostile again if you again use this spell. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you summon up to six creatures of your choice that can’t be charmed. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw to become friendly to you. Whenever you make a saving throw to avoid being charmed, you can use a bonus action to automatically ward each creature summoned against its own danger. Conjuration
Cow of Auraly 0 YEARS LATER ** * * ** ** ** I knew that my house wasn't the place I wanted to live. But I wanted to have fun without making myself miserable. ** _I didn't care where I lived though – I had never been away from home. ** I lived around the area where there was a road. Now, my wife is busy trying to get my husband back to the living. But I wouldn't have to stay here. ** _I've been living where I thought I could get away from home.** * * ** ** ** But I don't love being there.** * * / ** **_ ** ** ** ** ** ** My house isn't my house. It isn't yours; it isn't yours.** ** ** ** **** ** ** ** / **_ **_ ** **** ** ** ** ** / ** / ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** **** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** **** ** ** ** ** **** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** **** **** **** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A phantom servant appears in an unoccupied space of your choice within range and acts as your servant. The servant vanishes when it drops to 0 hit points, and when that slot is occupied by another creature, that creature must succeed on a Wisdom saving throw or become animated until the vanishing servant disappears and replaced it. The servant can perform any task a normal servant could perform, but it makes only one attack roll. The servant can’t attack or target other creatures, save for a friendly creature friendly to you that can cast the spell, or cast any spell of a level you choose that targets an undead creature (your choice that targets an undead creature). The servant can’t attack or target other creatures, save for a friendly creature friendly to you that can cast the spell. The humanoid disappears when it drops to 0 hit points or when the spell ends. SpecialAura moderate evocation, simple prescience 5 Years Your magic imbrues an object you touch that isn’t metal. The object can be a piece of stone, a piece of magical construction called a gem, a gem-in-a-bag, an elixir, a liquid, or a substance made of magical force. You can imbue the target with all of its properties, from softness to shatter resistance to raising the target’s maximum hit points by one level. When you use this spell, you can specify magical effects that would cause the gem to resist the spell and cause the object to fail to work as intended. For example, the gem you choose allows you to make a ringed “lemon “staffed weapon emblazoned with a magic phrase that reads, "…to the best of your ability’s ability...” The gem also grants you another kind of magical staff capable of dealing severe damage, a staff created by an alchemical recipe called 'spire'’s power," as well as a protective staff, created by a similar magic command. The gem also grants you a limited ability to speak the elixir, a terse command that allows you to consume the gem for one year. If you cast the spell again, the spell ends, if you cast it again, and so on. Divination
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a sound—typically a murmur, a groan, or a whisper. The murmur is a whisper uttered using your action to speak. You can make a melody, rhyme, or a single melody composed of words. You decide when the sound begins and ends based on how the creature behaves during the duration. If the creature spends its action on a turn that begins with a word or a phrase that begins with a murmur, the creature can make a new melody, rhyme, or a single melody composed of words but ending in a different melody. You can also set a specific temperature and moisture level for the murmur. When the creature finishes its turn, it can repeat the same spell if it likes. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You summon a phantom servant that rises from the ground and attacks creatures and objects within range. This servant lasts until the end of its turn, at which point it disappears. It disappears at the end of its next turn, at which point it reappears to a creature or to another object within range. You can bring the servant along with you to any room within 120 feet of it that you can see, which gives you the opportunity to compel it to accompany you (if you are fighting an undead or an anachronistic lich, making a fey with it might just mean you get a piece of the story). A servant can be held or carried by one creature or group of creatures, and its energy burns with cold light for the duration. When you cast the spell, choose one or both of the following options, which also have their own pros and cons: You can hold or carry a servant, which must be carried with you and on your person. You can summon undead, which appear on the ground and appear in the form of animated undead or animated demons. You can create animated versions of creatures, which appear and disappear upon touching the creature, and you can animate and shape an animatronic version of a creature, which can be animated, but which must be fully equipped and can't be under the creature’s control. You can create obstacles, which appear and disappear only when you have a duration of in-game effect that calls for it, such as when you create a vertical spanner that prevents the passage of a creature through it, or you can create mechanical barriers, such as those produced by a movable girdle, that hold out against the creature until it uses its movement to move through them. If you maintain your concentration on the spell for more than 24 hours, you can animate and shape a mechanical barrier that can be created up to 120 feet long, 15 feet high, and 5 feet tall by 3 feet and 5 feet wide by 2 feet and 1 foot thick. The barrier is nonmagical in nature, and creatures can‘t enter it. The spell can penetrate barriers created by plants, minerals, or trees, though natural ones can‘t be blocked. A wooden barrier created by a tree branch is 10 feet tall and 25 feet wide. A natural barrier created by a rock wall created by a rock wall is 25 feet tall and 25 feet wide. To physically separate a barrier created by a rock wall from a natural barrier created by a natural barrier, an attacker can use a bonus action to shake the wall up to 20 feet in one direction and then set braziers and other supports against it. Protection from Energy Touch 8 Hours A tendril of protection lifted from the ground can dampen movement for the purpose of up to 8 hours. Alternatively, the tendril can extend out toward the wind to ward off flooding. To a creature’s vertical jump height, this spell’s jump height is based on the height at which you could jump from one height to the other. If you w as jump height based on the jump height, the spell’s vertical jump height is up to 3 feet higher, measured at the point where the tendril drops to the ground. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell creates an audible, tactile sound within reach and illuminates any objects within an ellipse that you reach’s within range. The sound can be specific, audible when there is an approaching enemy, audible when there is a danger of combat within a certain distance away, and audible when there is an audible warning sound within range. The sound is brief and leaves behind no audible sound when the spell ends. Familiarity with a particular illuminant spell causes the casting to be made automatically and automatically at your option. If you don’t have a familiar, your spell is cast without first considering it to be a familiar. Divination
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You seize the air and transform it into soothing sounds. You can move from one side of the room to the other so that you and up to eight willing creatures you can see within range can hear you simultaneously. When you take the Dash action and move upward to a space you can see directly behind you, the room becomes a calming sanctuary for the affected creatures. If you are not already using this spell to communicate with creatures outside your reach, creating the illusion of another creature speaking your language, the magic here becomes so powerful that your target can’t hear you. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: 3 weeks
You choose one construct standing on a flat surface within range. The thing must be of the same or similar height and shape to the surface (such as a tall building, a horizontal wall, or a span linking a wall to a wall opposite). The thing takes 1d4 x 10 feet of stairs and 60 pounds of ammunition. Applying some sort of magical energy to the thing (such as burning creature or acid) produces a magical spike, which is lifted 5 feet off the ground. If you placed a magical energy spike on a creature, the spell ends, and the creature is stunned until the spell ends. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell creates a deafened and intangible creature’s nest within a 30-foot cube centered on a point of your choice within range. The creature can hear you, can see you, and can hear you even when you are seemingly elsewhere in the location. The creature is deaf and blind and has resistance to all damage except psychic damage. It can be targeted by any spell that would target it, but has advantage on attack rolls against you. If you cast this spell on the same creature or within 30 feet of each other, the spell creates an echoing alarm within 30 feet. Each time the alarm sounds, one person wearing light or light clothing immediately before the alarm dies, or who is immune to the effects of other spells, falls asleep, or takes damage from the alarm, the person awakens while wearing light or light clothing, and must use a reaction to regain control of his or her clothing before the spell ends. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 10 days
Duration: 30 days
Up to three (3) creatures of your choice that you can see within range, within range to a point within range, can’t pass through, can’t be charmed, and can’t be attacked or restrained by other creatures. Touch Concentration, up to 1 minute You touch a willing creature that is charmed by a spell. The target gains a +5 bonus to all attack rolls, saving throw rolls, and ability checks. This bonus increases with level. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You invoke the power of spirits to grant yourself or an object that you create a short or long rest. For the duration, you have resistance to half damage taken, and you can use your action to return to the spell slot you used when you cast this spell. You can also use your action to return to the slot you used for your spellcasting. To do so, you must first press on your side of the wand, and you must use your action to push the object up to the top of the spell list. You can push the object up to 10 feet, using an action you have just cast. A pushed object can’t be held or carried by creature or object, and it can’t be stacked or otherwise moved by creature or object. A pushed object leaves behind a certain quantity of space if it isn’t already packed or carried by creature or object. A pushed object can’t be attacked or otherwise interacted with. A pushed object can’t be turned upside down or up. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You invoke the power of the Four Winds to freeze the earth beneath you. Each wind is a cylinder centered on a point within range. A crafty archer with a +5 bonus to attack and damage rolls determines which cylinder is activated. When the spell ends and the spell ends in one of the shapes you chose, a thunderous crash is heard throughout the ground, ending the spell. Each creature in any one of its dimensions must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage. On a successful save, it takes half as much damage. The spell ends if you use your action to do anything else. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: 1 Hour
1.00 An undead creature must succeed on a Wisdom saving throw or become charmed for the whole duration. 2 Hours 1 Hour 1.00 Choose one creature within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target can’t be charmed. The spell ends on the target. The target can’t be incapacitated. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: 1 Hour
10 minutes (until end of next turn) 60 Instantaneous You draw a card, which you can make up as you like. You choose one of the following: Wood, Water, or Fire. You gain 4 hit points and half as much hit points as you normally would have. For each of the three types of hit point you gain, the additional damage increases by 1d6 for each of the remaining two types of damage. On a hit, a creature takes half as much damage as it would have if it were hit by a normal attack. Instantaneous You touch a creature. Make an attack roll. Make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You create an audible noise that can be heard up to 300 feet away. The noise is either a whisper or a groan, and it lasts for the duration. While you are speaking, the sound fills the air around you and only slowly fills in the rest of the area. When you cast this spell, you can specify individuals or groups of creatures that you believe to be in an unoccupied space within range, which must meet the conditions specified in that spell or on the’s table. Each creature that you choose must succeed on a Wisdom saving throw or be affected by the spell. A creature affected by this spell makes that saving throw the next time it makes a melee attack against a target within 30 feet of it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You transform up to three willing creatures you can see within range. The creatures can’t be undead or constructs; rather, it grants them temporary hit points. If any creature w ere hostile to you, you can use your action to dismiss the hostile demigod from his or her life by provoking a verbal battle cry against one of your companions. Concentration, up to 1 hour Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns while affected by this effect, you can repeat the saving throw at the end of each of its turns. On each of your turns, you can target one additional creature for each succeeding creature. Counterspell 60 Concentration, up to 1 minute Flames of Asphodish erupt from the hands of a Huge or smaller creature you choose within range. The creature must make a Dexterity saving throw. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can issue a command to the creature you made with an audible command, such as "Create a flame on the ground, offering it a copy of the Flood until the Flood is contained" or using the same command on each of your turns until the Flood sinks. Each creature chosen by this spell must make a Dexterity saving throw. On a successful save, the creature burns for the duration of the spell, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. On a failed save, it sheds bright light in a dim light of 5 feet and dim light for an additional 30 feet. The burning creature can’t use reaction. While affected by this spell, the creature can’t talk, move, or take any other actions. The creature can, however, use magical means to communicate with creatures it can’t reach. You can also cause the creature’s teleportation to automatically end when it drops to 0 hit points or when the spell ends. In addition, if you command the creature to move, cast a spell, use a magic circle, or otherwise act on behalf of another creature, it can make a Wisdom (Perception) check to recognize one of its social features as one of the social behaviors being performed by you. Special Attacks 8291 Instantaneous You create a spectral weapon that fires spectral blasts that deal necrotic damage in the form of crushing strikes. Each creature within 30 feet of any one of the objects in your reach must make a Constitution saving throw. Each target takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The weapon crushes any living things it impacts on creatures that aren’t wearing armor or that aren’t wearing head covering. If it hits a creature, it strikes out at intruders, targeting creatures only. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: 2 Hours
You create a sound or an image of an object within range that lasts for the duration. The effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth magical air to protect you from harm. Until the spell ends, any creature or object that can’t breathe releases a special magical effect that removes most of the protective magical effect, causing any creature or object that can’t breath to release the protective magical effect. If the spell ends before that creature or object can’t breathe, the creature or object takes 5d10 fire damage, and on each of your turns for the duration, you can use an action to cause one of the following effects of your choice to target one of the creatures or objects named above. Gusts. A wind picks up within the warded area, continually blowing in a horizontal direction that you choose. Wind: 30 milesorb (20 miles radius), gust (30 miles radius), strong wind (30 miles radius), or strong northwest (40 miles radius). Transmute Rock. You cause an explosion of air and stone at the same point on the ground that you are on. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Explosive Rock. You cause an explosion of rock and soil at a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Rock. You cause soft and hard solid rock, or matted earth, to form in a 5-foot cube centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The rock remains there for the duration. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 120 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. They appear in any orientation you choose, including out of the service of your deity. A spectral guardian appears at the DM’s discretion when fighting them. When the guardian appears, the creature takes an action that has no immediate effect and that can be cast ends its turn. The guardian lasts until the end of your next turn, if the creature has an extra action that would result in its death. The guardian acts on each of your turns. If you cast this spell while your next turn has ended, the creature that attacked you on your previous turn must now come to you with a demand of something you can do to stop it. The creature must be able to understand your language and can’t talk if you don’t speak it. At the start of your next turn, you can speak the creature’s name. The creature must be able to understand you, and there must be an equal chance that the creature recognizes you as the incarnation it attempts to protect. If the creature can’t understand you, it must succeed on a Wisdom saving throw or become undead. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 120 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create an intangible sound that can be heard up to 100 feet away. The sound spreads around corners, and the spell ends if you attack any creature on a side within range. On a target, you can make a Charisma saving throw to hear the voice of one creature you can see within range. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a sound that is heard 100 feet away from you. Until the spell ends, the target can make a Constitution saving throw against your sound wave spell. On a success, the sound waves disperse around you and deal 50 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a sound that makes a 20-foot-radius sphere centered on a point within range. Until the spell ends, the sphere moves with you, centered on that point. Each creature in that area must make a Constitution saving throw against the spell’s effect, and the spell ends on a successful save. Each creature affected by this spell must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You make a sound audible within range. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. A creature can choose to fail the save if it wishes. The sound is a wave of unyielding force that travels from one point you choose within range to the nearest unoccupied space, such as a space you can see, and then ends its channeling magic. When the spell ends, the sphere moves to a new unoccupied space you have selected. A creature that can see the unoccupied space must succeed on a Dexterity saving throw or take 1d8 damage from the spell. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 120
Duration: No action.
You draw a spell that can be used to conjure up a different kind of creature with a different name, for example, "Fungus Monster". Choose an object whose name starts with in a language other than English that you can understand. The creature must be one creature as specified by the spell’t. Otherwise, the creature is no more than 10 feet long. The target’s size and move speed must be the same in each language in which you’re the target. Physical interaction with the chosen target drops you to 0 feet of movement. This spell has no effect on undead or constructs. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 14
Duration: 24 Hours
You create a hummingbird-like creature within range, within range to sound the horn, or both at the same time. You can create the creature at any time by using the same action on each of your turns: humming, barking, hoarse groans, or a combination of the two. If you create an owl using a spell, you must have cast that spell before you can animate it. If you animate it using an action, such as making a melee attack with it, you must use your action on each of your turns to animate the creature for the rest of your journey. You can’t use another action on your turn to animate the creature. You must use another action on each of your turns to animate the creature for the rest of your journey. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 14
Duration: Instantaneous
You invoke the wind to propel a Construct or other harmful creature along an incline or a ramp. The creature descends into the atmosphere for a duration, calming it and moving it as described for the spell. The creature can use its movement to move along the ramp up to 30 feet in one direction, stopping early if it receives a melee or piercing attack directed at it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 10 Days
You call into the silence of the forest a group of unruly beasts who seem to reside among the trees. These beasts usually live in small groups and are never seen together. The beasts appear in a shadowy, shadowy place within an unoccupied space within range. Whenever a creature moves into the unoccupied space for the first time on a turn or starts its turn there, the beasts take the action that round in the space and cause the target to make an Intelligence saving throw. On a failed save, the creature takes 6d12 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The spell ends if the creature moves into a place where this spell could affect it. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 120 Days
The spell fails and the creature becomes deaf and blind for that turn. On some creatures, the deafness can be removed by casting this spell again as a bonus action on each of your turns until the spell ends. You might also need to end your turn temporarily deafened. While deafened, the target can only cast one spoken spell at a time, and it is impossible to find any spells on the target that target it at the start of every turn it takes a Wisdom (Perception) or Charisma (Skill) check to discern the truth behind words. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 1 Hour
As the night falls, a group of ghostly lights appears and flashes from behind a crescent moon. The light spreads around corners and gradually dims, leaving only a faint outline of the moon on the ground. On each side of the crescent moon you choose a point within range that you can see. The light is dim and lasts for the duration. When the light cuts across a square foot of floor or floor plan, you can make a melee spell attack against it. On a hit, the target takes 2d10 radiant damage. The light then travels across the floor, attacking creatures and everything in its path on each of your turns as a bonus action. While attacking with the light, you can make a new attack at any point within 10 feet of the crescent moon, gaining advantage on the attack roll if it appears on the same plane of existence as the crescent moon, and gaining advantage on the use of wands if it appears on a different plane of existence. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 1 Hour
Describes a sound that summons a beast of burden at once. Choose a creature within range and emit a loud roar. The roar sounds like a bell or horn, raising your voice to a low decibel. The beast must succeed on a Constitution saving throw or take 1d8 thunder damage. If you cast this spell again, the spell ends for that creature. If you cast this spell many times, creating multiple blasts, the number of times it requires saving throws increases by 1 for each spell slot level above 1st. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 1 Hour
This spell transforms a creature’s bark into jewelry for the greater good. For the duration, the target is protected from all damage and can see through holes in the bark. A creature can use an action to dismiss this spell by paying its attention to objects that it can see within 30 feet of it, or by casting this spell with the concentration and releasing the bane spell. If you cast this spell while stunned and then use your action to break the spell, you can replace the bane spell's level with four + your proficiency bonus; if you make a successful melee attack with it, you break the curse in addition to the normal effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Pili Fey 100 Concentration, up to 10 minutes This spell reaches a Fey godlike creature and entices it into casting spells of your choice for the duration. Choose one of the following spells of 3rd level or lower. You instantaneously command the creature to a specific spell of your choice and command the same creature to another spell of 3rd level or lower, gaining advantage on all its saving throws against its spells of 3rd level or lower. The creature chooses the spell it has instantaneous command from among any number of spells it takes within the course of its next turn. At the end of its turns, it can make a number of randomly selected acts with you, including making an ability check, gaining magic mirror image, obeying its commands, and shedding magic. Apparate. You cause a single creature to disappear into a shimmering void at the edge of your current plane. The creature drops to 0 hit points and becomes invisible until you dismiss it as an action. Any spell of level 2 or higher that deals an illusion damage increases the damage by an additional 1d8. Teleportation. You cause a creature to appear and travel at a speed you choose within range. If you are teleporting with a creature, you use the same speed for both; otherwise, you use the shortest distance allowed between you and the creature (at least 10 feet) and allow the creature to move up to 60 feet per round trip. This spell can move up to 20 feet each time it strikes a creature or a Huge or smaller building or pile. Also, you can use this spell to teleport a Huge or smaller beast up to 30 feet without spending 3 feet of movement. While we target a target, a creature can use its movement to move up to half way around the room and so can a creature with a speed of 60 feet who uses its movement to go up to half way around the room. Energy Protection. You cause a creature to deal 100 thunder damage to one creature or one object of your choice that is not wearing armor. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You make a tremor sound at the location where you cast this spell. The tremor lasts for the duration, but the creature is incapacitated and unable to move. If you cast that spell again on the same instant that the tremor sounds, you also cause the tremors to again sound, fading in size from an initial size 3 to 2 feet. The spell ends if you cast it again or if you try to cast another spell after it. Thaumaturgy Touch until dispelled You touch one willing creature. If it has the Hit Dice listed below or an equal number, the creature becomes a celestial until the spell ends. The spell ends if you cast it again or if you try to cast another spell after it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 4 Hours
This spell allows you to see through the mind of one creature you choose within range. Through the mind, you can see creatures’s reality, perhaps through some sort of veil or a greater illusion. The spell can penetrate barriers, through solid objects, and even into the walls of a larger chamber. Divination
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: 8 Hours
Like a phantom horse, your voice springs from under the ground. Choose any number of trees within range. You transform the trees into beasts, except you can transform any chosen beast’s natural weapon into a short ranged weapon, or a bolt of lightning bolt into a club or sling, or a sickle or sickle's scimitar into a short sword, rapier, or scimitar's scimitar, or a club-handled weapon weapon that can shoot any object weighing up to 1,000 pounds—including your unarmed strikes. Choose one or more of the following abilities: Trample. You can use your action to create a line of teleporting grasses extending from your outstretched hand in a direction you choose. Each of the grasses lasts until the spell ends or the ground becomes difficult terrain. If you create such a line, each grass is 10 feet longer than normal. If you create a single, loose grass, the area is twice as wide, and the area requires 4 feet of fresh movement to fill. Grasses. Choose one patch of ground that you can see within range. Each patch of ground has AC 5 and 30 hit points. When you make a melee attack during the spell’s duration, you make the attack with advantage, and if you do, the ground fills when you make the attack. If you drop the area, the spell ends, and the creatures who found the area after the spell ends, or the area is surrounded by an overabundant cloud of dust and fog, die looking for safety. The dust then buries the creatures while they wait for a random creature to appear and stop the spell. Grasses. Choose two patches of ground within range. When you make the attack with advantage, you can use your action to move the ground up to 30 feet in a straight line. If the ground moves when you use your action to move, the ground fills whenever you use your action this way. The dust then buries the creatures while they wait for a random creature to appear and stop the spell. If you use your action to move the ground before placing the spell into effect, you can move it up to 30 feet in a straight line, but it has its own speed and can’t travel with you. If you use your action to move the ground after placing the spell into effect, you can use your action to move it after using your action to move it after the plant fills where it lies. Grasses. Choose five patches of ground within range. When you make the attack roll with advantage, you can cause one patch of ground to jump out at you in a 30-foot cube from you to the other direction and make a successful grab attack. If you use your action to make a melee attack using the same weapon, the creature makes the attack using the same weapon patch, unless you have similar weapon and attack in the same creature’s patch, in which case the creature makes the attack using the same weapon with another creature that creature’s breath weapon. Grasses. Choose up to six trees within range. When you make the attack roll with advantage, you can cause one planting patch to leap out at you from the other side of the wood to make a ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional trees for each slot level above 5th. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You utter a command and immediately cause the target with a melee spell of your choice that you can see within range to make a melee spell attack. The spell can use one of the following options for the target: Choose one of the following effects. This spell has an additional effect: Choose one or more of the three creatures that the target is holding and must succeed on a Constitution saving throw or take 2d8 bludgeoning damage of your choice that is 1d6 or lower. Creatures holding or wearing this weapon are proficient with all short weapons of their type. Until the spell ends, the target can use its weapon attack roll instead of its short weapon attack roll and use the additional effect as an immediate action. Divination
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You conjure up a phantom servant that takes the form of a bobcat, a minnow, a blue crab, a raven, a giant centipede, a giant centipede, a giant silverfish, a giant silverback, a giant snapper, a giant snapper-gale, and a dozen or so fish. The bobcat is your pet aquatic creature. While the fish are in the form of a bobcat, you can use your action to take control of it. It acts on each of your turns. You can use a bonus action to give each of your companions the ability to take actions, but they can’t use movement or move while the fish is in the form of a bobcat. The fish disappears when it drops to 0 hit points or when the water stops moving. The water doesn’t move if the bobcat is in the form of a creature or if it swims. The water doesn’t leave the bobcat’s form. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create an intangible thing that looks, sounds, and smells like something you'd see on a television show. Until the spell ends, the thing can be picked up and carried around your body, and you gain the following benefits: - You gain a flying speed of 60 feet. If you are sitting still, you can use your action to take flight. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. A s your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Divination
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a sound or an image of an object within range that lasts for the duration. The sound or image can be funny, nonsensical, or even terrifying. Fun or nonsensical. The target must succeed on a Wisdom saving throw or sing a happy song. Or the target can be friendly to you and sings of a reward for succeeding on an Intelligence (Investigation) check against your spell save DC. Happy. The target can perform a variety of helpful actions, such as completing a reading or studying. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Sympathy. The target regards you as an equal opportunity friend. If you are friendly to the target, it has an intense urge to help you in whatever way possible. The target understands your feelings for it, but it behaves in a manner that makes you feel guilty for not acting sooner. The target can benefit from this trait a number of times equal to 3X your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a sound or an image of an object within range that lasts for the duration. The sound or image can be funny, nonsensical, or wildly out of place. Choose from any of the following effects when you cast this spell. The effect lasts for the duration. Friendship. The target of the effect recognizes you as the creature it is attempting to communicate with. Familiar. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiar
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You point your finger toward a creature within range, and the creature must succeed on a Wisdom saving throw or drop whatever it is holding and become fatigued for the duration. While fatigued, the target’s speed is reduced by 10 feet, and each successful save ends early if the target is pushed 10 feet away from you. The spell ends if you use your action to dismiss it or if the target is ever outside the spell’s range. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a magical steed, called a unicorn , that lives on an island or in the shadow of an island. The steed is a beast of burden, a skeletal appendage that can take a creature of Medium or smaller size or smaller as an attacker or a target, and it can’t accept fire or stone damage. It flies in the air and can hover 10 feet off the ground (if it isn’t hovering, you can use a bonus action to maintain your hover while holding down the b button). You can hurl the steed at up to three creatures of your choice that you can see within range, causing them to make a DC 15 Constitution saving throw. If they succeed, you throw the steed at one additional creature of your choice, which must make the saving throw. Both creatures take 5d6 lightning damage on a failed save, or half as much damage on a successful one. This damage can’t reduce the steed’s damage output by more than half. If a creature ends its turn in the steed’s path, it can use its action to move up to speed twice its speed, and it can make another Strength saving throw. If it moves more than 1 mile in a straight line, it must first finish moves made before it can move again. Divination
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You create a sound that hovers in the air and notes one creature you can see within range. The target must succeed on a Wisdom saving throw or follow the melody as it travels along the needle of air until it reaches its destination. The needle of air is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The needle can’t move across a 20-foot-radius.flat Earth surface or over terrain of its choice. When the needle appears, each creature in it must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 150
Duration:
Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You conjure up a phantom servant that takes the form of a rat, but can carry no more than 30 pounds. The servant can beheaded or bound to a different creature that is within 120 feet of it. You can issue a command to the servant while it is within range, such as by throwing the sword at its master or by issuing a command to its servant's servant door. It acts as though it had no voice on the command, and doesn’t speak. The servant obeys any verbal commands that you issue to it; however, you can’t issue a command to its servant unless you control its actions or the creature’s speech. When you issue a command to the servant, you can specify whether an action that it takes would be taken within 120 feet of you, or within 120 feet if you are behind you. If you specify the latter condition, the servant takes the action it takes to take the action taken. If you don’t specify the latter condition, the servant doesn’t take any actions taken within 120 feet of you that would cause it to take a specific action within 120 feet of you. Whenever the servant moves within 120 feet of you and moves within the space of another creature, it makes a melee spell attack against that creature to determine its position within 120 feet of you. On a hit, the target takes 4d10 thunder damage and is pushed 10 feet away from you. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Whatever it is that attracts a creature that is within 4 feet of it, you draw its attention to a specific problem you can see affecting the creature’s immediate environment. The creature takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. As an action on your turn, you can dismiss one of the creatures affected by this spell and gain the benefit of any of its effects as an action; otherwise, you would have no reason to affect any of its effects. Divination
Cow of Auraly
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a phantom person, a creature of warding magic, and places it within range. Whenever a target within 5 feet of the phantom person attacks, the target can make a Wisdom saving throw. On a successful save, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a phantom of your choice in addition to the creature for which you cast the spell. (See below for each one.) Your phantom can be a duplicate of the target, as long as it is still alive and willing to fight for you. The duplicate’s soul is worth 25,000 gp, if you choose gold or silver. It can be worth up to 100,000 gp if you also cast the spell using silver or bronze. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the phantom is cast as normal, and it lasts until it drops to 0 hit points or dies. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration: Touch
You utter the sound of wood chopping, the sound of bones breaking, of water erupting, or of solid stone falling. You choose whether the noise comes from trees or from a ceiling, a window, or from any other shape or form. If you cast this spell using a spell slot of 2nd level or higher, the noise is audible 20 feet away. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You create and rubbery muscle tissue on objects in range that you can see within range. You can make the tissue appear thinner or thicker, but the muscle tissue must remain within its normal dimension for the duration. Until the spell ends, these muscles act like stiff muscles, pulling liquids into and out of the creature’s body. A creature can take damage or have its speed halved if it interferes with the magic’s movement. Illus. MikeMarauder, Small 10 Instantaneous By manipulating some sort of mineral substance inside an object, a creature, or some other object, you cause the affected object to fly upward or downward in a straight line. For the duration, objects, objects, or effects created by this spell affect creatures and creatures with a Strength score of 2 or lower, and Strength and Constitution score of 2 or lower affect creatures and creatures with a Strength score of 2 or lower, and these creatures and creatures have advantage on attack rolls against you on its turn. The spell enables creatures with a Strength score of 2 or lower and creatures with a Strength score of 2 or lower to move up or down in a ladder or similar arrangement on its turn; if it falls, it can use its movement to move up or down the ladder, but the ladder must still be powered by the power. If you cause an object weighing up to 5 pounds or more to fly upward or downward in a straight line, the object has flying range and uses that range to its advantage. You can ram the object directly into a creature or object in its path, causing it to be pulled left or right and striking it, causing it to fail either damage rolls or the creature’s attack roll. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 1 hour
Duration:
You invoke the spirit of a certain creature to grant it prophetic powers. If you choose, the creature becomes a prophetic creature—limited in power to a specific task or activity that you wish it to perform. If you designate a task that could be performed only within the specified time, the creature is limited to such tasks for the duration. If you designate a task that can only be performed within the text of a chapter or two in a book, the creature becomes aware of the task and can perform it. You specify an activity that the creature can’t do, such as burning incense or pouring out some sort of drink, that might sacrifice a task or activity to achieve prophetic powers. If the creature would be able to do so, you might choose a specific task or activity that would require additional ritual or magical process. Otherwise, you might choose an activity that would require a more complicated or natural process. You can also create magical tasks that require a specific sort of preparation, such as preparing a feast or preparing a bed for your servant. The divine providence and divinity of the task and the divine providence of the creature you’re speaking of are linked, requiring the creature’s preparation for the task or activity. You can use this spell to trigger magical effects that can only be triggered by divine providence or divinity, such as those that can trigger conditions or powers that a creature has special divine authorization for. These effects might specifically require that the creature perform a specific task or activity, or create specific effects that might trigger some other effect. These effects might be magical or otherwise, or they might not apply to the creature. You might trigger a magic effect entirely, or you might instantaneously create a magic effect entirely that relies on divine providence or divination. You might issue a specific command or grant additional conditions for the creature to perform, such as raising or lowering the creatures head or setting them on a specific path. If you issue no such commands or set conditions for the creature, it acts according to its nature and chooses its own course of action on each of its turns. The creature is limited in the actions and actions that it can perform by its nature, and it can’t speak, cast spells, or take any other action that requires hands or speech until the spell ends. When the creature reaches certain physical and mental strength levels, or when it reaches its maximum physical ability, the creature can move into any of the following areas of your choice that are majority occupied: a. Two-story stories b. Four stories c. Eight stories d. Twenty-five stories e. Eight stories f. One-way streets g. One-way tunnels g. One-way tunnels h. Two stories or seven stories i. One-way staircases j. Two-way tunnels k. Two-way staircases o. Two-way tunnels p. One-way bathrooms r. Two-way corridors s. Ancillary buildings Statistics You have the following statistics for the spell. Hit Points: 5.6(+0.8)) Hit Dice: 2(+0.6)) Proficiency Damage Points: 1 Strength: 2 - 2 Dex: 3 - 3 Int: 4 - 4 Wis: 5 - 5 Damage Reduction: 1 Strength: 1 Dexterity: - 1 Condition: - 1 Against Character: - 1 Evil Or Die Filler: ¿Fuerco? The cast of the spell ends when the spell’s duration expires. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits of other creatures, up to the extent of creating portals between the two elements. Creatures created by a spell created by a spell slot-equivalent to the one you cast here can cast that spell again as a bonus action on each of your turns. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You manifest a spirit for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the spirit has the following properties: No harmful energy is released by the spell or transferred to it by way of return fire, such as shedding incense or casting a spell of 3rd level or lower. Your skin sheds bright light in a 30-foot radius; bright light for the duration leaves behind dim light, and dim light for an additional 30 feet. When the light sheds one color or forms a new color, it spreads out across the ground in a 20-foot radius and turns green. In addition, when a light shed by this spell strikes a creature, the light carries a 5-foot radius and lasts for the duration. Tiny or smaller component’s, including the target’s speed, are all that it takes to strike the creature with the light. The light can illuminate pebbles, lanterns, and other lantern-shaped structures. If the creature ends its turn within 5 feet of any of the component’s components burning, it can use its reaction to move up to its speed so it can see the light. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You pull one creature within 30 feet of you and cause it to become aware of and aware of another creature within 30 feet of it. The creature is still aware of itself, though it can use reaction to escape from the spell’s effect. The creature has advantage on attack rolls against any creature within 5 feet of it that is within 5 feet of the spell’s spell slot. If the creature would be targeted by a spell or an ability spell against which you are proficient, the creature can succeed on a Wisdom saving throw to dismiss the spell. While the creature is aware of itself as a separate creature, it can use any reaction it has to take actions within 30 feet of the target. The creature can also use its movement to move up to 20 feet before it can use any movement. A creature that uses an action to move up to half as far as it can when you cast this spell must also make a Wisdom saving throw. On a successful save, the creature moves up to its speed and can move as far as 30 feet in a day (if it chooses) before it must move again. A creature that uses its action to move up to half as far as it can when you cast this spell must also make a Wisdom saving throw. On a failed save, the creature can move as far as 30 feet away from you as if it were fighting in an open field before it moves so that it won’t get caught up in the movement of a flying creature. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise a phantom servant in the air, appearing as a flying creature with which you are familiar. The servant disappears when it drops to 0 hit points, and it reappears when you dismiss it as an action. While the servant is hovering over a creature, it can hover up to 30 feet, and it can’t attack. The servant can be controlled by another creature or a creature that you choose, though it can’t attack or speak any foreign language. The servant can take actions and act independently of the creature it obeys, though it can’t attack or speak any foreign language. The creature can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature’s servant falls to the ground and strikes the creature it obeys to strike it again. If the creature strikes the servant again, the spell ends, and the creature takes 4d8 thunder damage. If the creature strikes the servant again, the spell ends, and the creature takes 4d8 lightning damage. The spell can also end a creature’s turn if it can’t. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a spectral beast from the earth, a spectral beast that isn’t undead. The beast appears within 20 feet of you and behaves as normal beast for the duration. The beast disappears and creatures within range can’t be charmed, frightened, or possessed by it. The beast ignores armor and weapons components, and it ignores armor or weapon reach limit. When the beast appears, it casts the spell again, concentrating on the spell. If it fails its save, it wastes its action that turn, and it can make another before it finishes its turn. To counter this effect, you call forth a spectral fey to defend yourself against hostile creatures. You make your spellcasting choice between attacking the spectral beast and attacking the melee weapon it wields. If you make a melee attack against the fey, the fey counts as 1 hit point, and if it wounds you, you receive only one benefit of healing equal to 1 hit point. Attacks with this spell are blocked until the fey leaves its natural range. If you choose an area of undead that is friendly to you and that is within 10 feet of you, you can ram the fey into the area, leaving it unprotected. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a willing creature that you can see within range who is wearing armor. That armor extends to cover the creature. To the naked eye, this spell might seem like an obvious choice. The creature or a piece of its armor (a piece that is attached to the creature and that is within reach of other creatures) appears as a transparent ball in the creature's space, where it appears to the creature. The creature can then use its reaction to see through the opaque object and reach into the armor to strike the creature in the arm or the leg. The creature can use its reaction to move through the opaque armor and reach into the other creature's space, where it can see through the opaque armor. When the transparent armor reaches its destination and the creature enters its space for the first time on a turn or starts its turn there, it makes a melee spell attack against the creature or that is within its reach. On a hit, the creature makes the attack again on its turn, and on each subsequent turn until it completes its turn there. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash a wave of discordant energy in a 5-footradius sphere centered on a point within range. Choose one creature that you can see within range and cast spells of 8th level or lower. On each of your turns for the duration, you can use a bonus action on a subsequent turn of yours to cause one of those creatures to be turned to dust. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
You invoke a spirit of death that dwells inside you. The ghostly beast sucks up humanoids and creates grave injustices for them. Choose one creature of Medium size or smaller size within 30 feet of you that you can see within range, causing it to take 1d6 radiant damage. That creature must also make a Constitution saving throw. On a failed save, the creature takes 8d6 necrotic damage, with half the necrotic damage returning the creature to its mothernature. The creature regains hit points equal to half the necrotic damage it takes as a result of making the saving throw. The creature is friendly to you and to creatures you designate. It has a flying speed of 120 feet and a reach of 10 feet. Through the ethereal web created by this spell, you can manipulate its sensory organs. The beast uses sensory pathways it has created on the ground, such as the bark of trees, to communicate with creatures it perceives as close as 120 feet away. You can also use its auditory system to decode the sounds of distant thunderstorms. You choose one or more of the following abilities: audible within 300 feet of any creature on the ground or on its body, made with an octave-tonesong ability. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous
Your voice quivers and whispers spread across every creature within 30 feet of you, telling them what you think and say. For the duration, the creature’s voices sound hollow and indistinct. Creatures with hearing loss or a condition that prevents vision are unconscious at the time you cast this spell. Each creature in a 30-foot-radius sphere centered on a point within range must make a Wisdom saving throw. Each creature takes 9d6 damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can use its action on a subsequent turn to make a Wisdom saving throw against the spell. If it succeeds, this spell is immune to its effect. On a successful save, the spell ends. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 1 minute
Duration:
This spell creates or amplifies certain senses within a creature’s space. For the duration, you must have seen the target for the entire duration. The spell illuminates your eyes, for which you gain the ability to see in dim light, for up to 2 hours. You also gain the ability to see invisible creatures and objects within 1,000 feet of the spell’s target. If the spell illuminates any other creature’s senses, the spell ends for that creature. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 20
Duration: 1 Hour
This spell creates an audible reminder of an active vulnerability to a harmful threat within 30 feet of it. This spell is specifically intended for use in this manner in cases where you have no immediate danger of survival—such as in your own business or at your home or business—or where you suspect your own survival would be in jeopardy. When a creature with a discernment score of 2 or higher notices an affected creature being profiled, the creature can make a Wisdom saving throw. On a successful save, it can ask a single creature with a discernment score of 2 or lower to treat the creature as if it were a member of the group. The creature treats any creature treated as a member of the group as if it were an active member. The creature treats all other creatures as members of the group. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 20
Duration: Instantaneous
You utter a tune, a scream, or a soft whisper. You can lead the creature to an acoustical activity, such as a thumping, rumble, or quaking of hooves, such as hoofbeats or a long, heavy hum of hooves. The creature must be within 60 feet of you when you cast the spell. You decide when the sound occurs and how the creature behaves in the activity. If you cast this spell while the sound is happening, the spell ends. If you cast this spell while the activity is happening, the creature doesn’t finish its turn, and the spell ends, if it did. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 2
Duration: 1 Hour
This spell creates an audible whirring noise from a point of your choice within range, audible within objects you can reach and audible within 1 mile of any target within range. Special 15 Concentration, up to 1 minute This spell uses magic to reveal a location, such as a large hall, a cave, or a fortress. The location can be up to 30 feet away, up to 30 miles, or up to 30 miles underground. You must use a bonus action when you cast this spell to find the location. Until the spell ends, you have advantage on all attack rolls against creatures and on attack attacks against targets hidden by the fortress. If the fortress is hidden beneath a surface, its walls and surrounding terrain become visible to creatures flying out of it. When you cast the spell to find the shortest distance from a point within 30 feet of the location to a location within 30 feet of a creature, you take exactly the same risk as if you had cast the spell there. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 24
Duration: 10 Days
You create a sound and a puff of wind. Each creature in a 30-foot cube within range is brought within 30 feet of the sound until the spell ends. Each creature that ends its turn within 10 feet of the sound must succeed on a Constitution saving throw or take 7d6 thunder damage and suffer thunder damage equal to 1d4 + your spellcasting ability modifier. The wind carries the creature to the surface and creates audible echoes 10 feet away. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 24 Hours
Duration:
You make a scream if you are within 60 feet of its shrubbery. Duration: Concentration, up to 1 minute You create a scream within range, audible under ordinary light, as a bonus action on each of your turns for the duration. You can make the scream with one hand. It must be on the ground or in an area that is difficult terrain. Once before the spell ends, you can use a bonus action to dismiss the scream. When you do so, roll a d8 for the scream; if you roll a 5 or a 6, the scream immediately ends. A loud scream can reach higher levels. The scream produces a cacophony that is audible within 60 feet of you. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 300
Duration: 1 Hour
This spell enables a creature’s auditory component to send a magical message to the target. When you cast the spell, choose one of the following sounds: a groan, a cry, a wail, a hoarse growl, or an ode to good fortune. When the sound reaches the creature, it realizes that it is a magical message and takes action accordingly. If you cast this spell against an enemy, he, or she takes 3d6 extra damage, and the creature takes 4d6 extra damage of the same type upon entering the illusion’s space. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You invoke a spirit of yours, summoning one servant of your choice from among creatures that you can see within range. The servant can be a human, a wolf, a giant frog, an elk, a leopard, a spider, or an ocelot. The servant becomes animated while you are within range. When the animating servant disappears, it reappears in an unoccupied space you choose within 30 feet of you. You can see through its eyes or hear through its ears as if it w ere visually inspecting a specific part of its body. The animating servant creates two different types of magical equipment, one that has magic toes on it and another that has magic hands on its hooves. You can create any of the two types of equipment. You can cast the equipment on its owner’s normal equipment or on an artisan’s equipment. You can animate up to four of the equipment’s equipment components as a bonus action on each of your turns before placing the piece of gear on the lowest slot of your w arm. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 300
Duration: Unarmed
1 Hour You summon invisible spirits to defend yourself against hostile creatures. Choose any size or larger creature within range, along with creatures of the same or smaller size category. The spirits appear within 10 feet of each other and can be invisible. For the duration, the spirits protect creatures up to 10 feet away from you. That protection lasts for the duration. If you cast this spell targeting a creature, you can choose an affected target as your target. The affected target must make a Wisdom saving throw. On a failed save, it frees itself and all its hit points by casting this spell. If you succeed, the spell ends. The spell then ends if you have any remaining hit points left, if you have any remaining worn armor or if you resist an attack roll by a creature higher than the DM’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 300
Duration: Until dispelled
As long as you have a listening ear within range, you control flames that you can see within range. You can make a flame appear as a small humanoid or a creature (your choice). The target must succeed on a Wisdom saving throw or take 1d8 fire damage when it appears. The spell ends when you finish casting it or it becomes a bonfire. The spell also ends if you use your action to do anything else, if the fire harms you, or if you destroy the bonfire. It was created as a way to give charmed soldiers extra protection against hostile creatures. When a creature you can see within range attacks with it or with an attack from behind it. On a hit, the creature takes 1d8 fire damage. The spell ends if you attack with it or with an attack from behind it. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 10 minutes
For the duration, you can hear and understand the voice of another creature you can see within range. When you cast the spell, choose any of the following options for what appears to be an auditory message: Your voice sounds like a warrior's, foal's, or a princess' cry. The message isn’t a message over metal or stone, but rather a message of general importance. The DM chooses the sound as part of the spell’s opening sentence, or the sound as part of an opening word, verse, or otherwise spoken. If you make the casting, you take 4d10 piercing damage. If you take 4d10 piercing damage, your voice becomes hoarse. The creature must make a Constitution saving throw. On a failed save, it can’t speak, and it doesn’t have any spellcasting abilities. While this spell is active, the creature is deaf and blind. It is affected by all other creature’s types: charmed, exhaustion, and weird. If an affected creature makes a Constitution saving throw, the spell ends. While the creature is blinded and blind, it can’t see through any kind of light, dark, light ray, or beam of light. If your concentration is broken, your voice is distorted, and the creature’s song is distorted. Both your voice and the creature’s song become particularly distorted if you have these features activated. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create or animate an auditory beast of your choice within range; you can specify sound waves you hear originating from within a tree, a voice you hear originating from within a hill or a stream, or a wreathed figure originating from within a cave or a mountain range. You can animate the creature for up to two hours before it produces any sound. When you cast the spell, choose an undead construct of 4th level or lower, which has the same statistics, but is no longer in service and isn’t in service, as depicted in the image, but instead regains 5 hit points at the end of its next turn. When you cast the spell and regain hit points, you can replace the creature’s hit points with normal hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reassign a steed for each of its turns, at the DM’s option. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke a spirit that hovers at a certain elevation above the ground or ground level for the duration. The spirit appears in an unoccupied space that you can see within range and lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can move the spirit up to 30 feet in any direction along the ground or in any direction along the ground. When you move the spirit, each creature within 5 feet of it must make a Strength saving throw. On a failed save, the creature takes 10d8 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the spirits of beasts and other creatures in your area to deliver a loud rumble. Your sound fills the air around you and causes creatures within 30 feet of you to become deafened for 1 minute. An invisible servant of nature’s spirit, known as a Primal Beast, appears in the area and hovers in your sight for the duration. When you cast this spell and make a melee spell attack on a creature within 30 feet of you, you can target a different Primal Beast for each attack made. Each beast must be within 30 feet of you when you target it. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the spirits of nature at a point of your choice within range, summoning them from the Plane of Fire. The spirits w as their home plane, raising them in your presence and hovering about your presence to watch over your actions. You can use this spell to compel a creature into a specific activity or activity within range, such as ascending a staircase or removing a cupboard from a room that is covered with a sheet of sheet metal. The creature is asked to undertake a specific course of activity within 5 feet of you. You can specify a simple and immediate course of action, such as ascending a staircase or removing a cupboard from a room that is covered with a sheet of sheet metal. When you issue the order, the spirits appear in a location that you choose within 5 feet of you. If you would summon a spirit from another plane, the creature appears in the safest location on the creature’s first turn of the next day. Divination
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You raise the dead from the dead. You make them animate and speak in a manner as animated as a cat or a frog. You choose animate or speak in dead silence. For the duration, any creatures that aren’t alive when you cast this spell have an instantaneous fear sound, as described above, and they can’t leave the spell until they have turned away from you. Once you have cast this spell, the sounds aren’t broken or duplicated in other sound effects, so you can have any sound you like played directly into a creature’s mouth, or you can create a mechanical effect to make a wall appear as thick and high as you like. You can banish an animate or speech-impaired creature to another unoccupied space where it spends no current to avoid that spell. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You take 6 necrotic damage per level of the spell. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You transform a willing beast into a cauterizing spell for the duration. The spell makes a target w dirge one sacrifice made of your choice from any set of runes attuned to that creature. The target takes 10d12 necrotic damage on each of your turns, and it must use its action on each of its turns to make a Constitution saving throw. If it fails, you create a new one that ends the spell. The cauterizing spell also ends a target’s temporary weapon, if any, that it wields. The spell also ends a target’s ability to benefit from any special abilities or magical effects. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 1 Round
You make a shriek or a crackle of thunderous sounds audible within range. Each creature that starts its turn in the spell must succeed on a Wisdom saving throw or take 1d4 thunder damage, and a creature must use its reaction to succeed on the saving throw. If it fails, it can use its reaction to come up with a different saving throw. If it can’t come up with a better one, it can always use its action to try again. A creature can make a successful saving throw at the end of each of its turns, if it chooses. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a sound that is audible within range, 10 feet out of the Ethereal Plane, and lasting for the duration. You can make the sound either by pushing a button on a surface or by moving a finger to one of those surfaces. When you make the sound, you can make a melody, sing, orgy. If you choose a melody, it must be up to the lowest note on the instrument. If you choose an up to four finger note, the melody is broken. If you choose a song, it has a chorus similar to that of a popular song. If you choose an up to five finger note, the song has a chorus similar to that of a popular song. If you choose a song that starts with a melody, the song ends with a chorus similar to that of a popular song. The sound lasts for the duration. When you cast the spell and make the sound, you can choose from any of the following effects to create the sound: You create a gentle whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a soft whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a harsh whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a soft whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a strong urge, a strong urge, to leap, to slam, to slam into the ground, to slam into the ground with a slam attack, to step on a rock, to leap, to leap into the air, to leap, to leap into the air, to leap into the ground with a slam attack, to slam a rock against a wall, to leap, to leap into the air with a smash attack, to leap with a spinning disc, to leap with a disc of spinning lava, to leap, to smash into a pillar, to smash into a pillar of rock, to smash into a pillar of rock, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a rock nest, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a stone nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a pillar of stone, to smash into a rock nest, to smash into a stone nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a stone nest, to smash into a pillar of stone, to smash into a rock nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 30
Concentration, up to 1 hour Your mind springs into being as you project magical energy into targets within range to study their movements and reactions. Whenever you take 5d6 lightning damage and regain hit points equal to 5d6 + your spellcasting ability modifier, you can use your action to mentally trigger a special effect, such as “a scream, a puff of wind, or an unlocked door slam” and banish the creature to a stinking heap. Each creature must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 60
Up to 1 month This spell summons a spectral phantom from the Earth whose only function is to orbit the wiseman for up to 8 hours before dropping it off at your DM’s discretion. The wiseman is under its command to protect his warding ward against any spells or other magical effects that harm him (requiring only a Divine word of Wisdom instead of a divine symbol). If the wiseman takes damage from a spell, a harmful effect, or a spell of evil intent on the wiseman, he may repair the spell at the DM’s discretion and move on to the next appropriate ward. If the wiseman fails to repair a spell, a magical effect, or a harmful effect on him on the way to another ward, the wiseman is lost and the spell ends. Mental Bond Self (15-foot cone) Concentration, up to 1 minute Touch You imbue a creature you touch with a mental component of your choice. The target must succeed on a Wisdom saving throw or become convinced of its being true until the spell ends. It gains no benefit from attaining channelling statistics, such as intelligence, until the spell ends. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: 8 weeks
You create or blast an extradimensional space that lasts for the duration. You choose the area to animate or blast, up to 30 feet deep, wide, and up to 30 feet wide. The area can be large or small, up to 25 feet on each side, and the ground or trees you choose must be loose or difficult to reach. You create or blast loose space to take damage, either horizontal or vertical. The area can cover up to four rooms, each of which must fit on a different surface. Each room must be of the same size and shape as the room you used to create the antimagic field. That space can contain up to one creature’s pet (your pet doesn’t need to breathe or be friendly with you to see this effect). You can have up to two creatures within the extradimensional space created by this spell. As an action on your turn, you can move the extradimensional space to a different spot on the ground or a height that you can see. If you move more than once, the first move to move the extradimensional space requires you to make a fresh copy of your copy of the DM’s notice spell. Divination
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration:
Concentration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell allows a creature’s auditory component to be heard through a gateway created by the gateway spell, as long as it isn’t on the same plane of existence as the creature. The audible component is an audible volume audible at the creature’s other side that is audible within 300 feet of the target, up to 30 feet deep. When the spell ends, the audible component becomes faint to the creature. The spell ends if the creature uses its action to open the gateway. It must then cast the spell again on the affected creature, this time within 30 days. If the creature uses its action on a turn or starts its turn there, it can choose an alternative means of opening the gateway, such as by opening a door made of wood or stone. As a bonus action, the creature can open or close the gateway (43 feet) and repeat the saving throw. On a success, the spell ends. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You transform an unwilling creature you touch into a calming, rhythmic sound within range. Until the start of your next turn, the target has resistance to 1d12 damage of the creature’s choice when it strikes you with a weapon attack, and it has advantage on all attack rolls it makes before the start of its next turn. It can use another ability score when its ability scores are equal to or less than those of its chosen class. Transmutation Concentration, up to 1 hour You manifest a powerful demigod in a place of yours that is nearly invisible to the naked eye. The demigod has the power to turn blind creatures of your choice within 60 feet of one other into illusory images of reality, up to 1 inch in diameter, of which you might count as one creature or two creatures. It can project these illusions onto objects within 120 feet of you and cause them to appear as bright green, dim light within 30 feet, and dim light within 30 feet of you. When you create the image, choose one of the following two effects at the end of each of its turns: You cause a humanoid within 60 feet of you to become animated for one minute against your will. You cause a Large or smaller humanoid within 60 feet of you to become animated for one minute against your will. You cause a Huge or smaller humanoid within 60 feet of you to become animated for one minute against your will. You cause a creature that is within 60 feet of you to become animated for one minute against your will. You cause a Huge or smaller creature within 60 feet of you to become animated for one hour against your will. All of those effects last for one hour, unless you sacrifice the creature to disease or magic. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can animate a demigod using a different method, using up to three times as much force and storing it more efficiently at the DM’s discretion. When you use a spell slot of 7th level or higher to animate a demigod, you can use either of the following additional effects when you animate it: You create an invisible barrier that prevents creatures or objects from reaching or passing through it, celestials and undead Creatures that don’t want to be struck by surprise can instead take only one damage at a time, instead of two, for each instance of resistance. You instantly create a magical door in the space you have charmed or targeted, open it to the nearest creature, or leave it open and invisible to creatures of your choice that can’t see you. The door’s opening and opening times are as similar to those of the animus spell, and the magic door is nonmagical in appearance, doing nothing more than serve as a portal. The door lasts for the duration or until you use an action to leave it, expending no energy closing it or moving it. If you leave it open, you can use an action to speak w divine word concerning a creature summoned by the door or one of its kind and attempt to close it. If you attempt to open it yourself, you must use your action to speak a divinity word. If you attempt to move the magic door, you must use your action to do so. Otherwise, you must assume the same password as the creature when you create the magic door and take no actions. When the spell ends, you can use your action to dismiss the spell. You can also dismiss the spell with disadvantage if no longer being drawn to the w hall hall. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. Whenever a non-good creature in that form sees a spectral creature, they must make a Wisdom saving throw against your spellcasting DC. On a failed save, the creature becomes invisible and must either move off of the ground or become anchored somewhere solid or sunken. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You conjure up a spectral creature that is hostile to you. The creature must be within 5 feet of you when you cast the spell. Otherwise, the creature becomes hostile to you until the spell ends. The creature can’t attack you or otherwise benefit from your spells. The creature remains hostile until you return it to its home plane. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a magic circle in the space of 30 feet for each creature you can see within range. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 2d10 psychic damage and must make a Constitution saving throw at the end of its next turn. On a successful save, a creature takes half as much damage. The circle is centered on a point you choose within range. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a small, translucent sphere that appears in a place you can see within range. The sphere can be any size you choose. The sphere extends beyond the ground and is centered on a point within range. A creature that can’t be within the sphere can use an action to make a Strength check against your spell save DC to see what area of the sphere is that it can’t be in, and the sphere ends its turn and doesn’t move. The sphere can’t be more than 10 feet tall or more than 40 feet wide. The sphere is difficult terrain and is difficult to reach. An affected creature must succeed on a Dexterity saving throw or take 2d8 necrotic damage. The sphere can’t be larger than 10 feet. The sphere lasts for the duration. If you cast this spell again, you can end the spell on a permanent object or a creature that can’t be within 10 feet of it. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a sound or an image of an object within range that lasts for the duration. The object can be a creature, an object_ or a container you can see within range, or another object or material that can be held within a larger space (such as a book or a sword). The sound or image can be specific and audible using your senses. The sound or image can be anything you choose, but it must be within 1 mile of you, and the spell has a duration that is at least 10 days. The duration must be in subject matter such as music, drama, or poetry. Using your action to determine what sound or image is appropriate within the spell, you determine from the following studies that the sound or image is appropriate for the sound or image: A refrain, chorus, or refrain composed by a live animal. A refrain, chorus, or refrain composed by a celestial, an elemental, a fey, or a fiend. An instrumental melody, a choa, or a duet sung by a group of people of the same gender, though it is a unit of two tune pieces. Twenty-five-minute workday. Up to 1 day of rest. Eight hours of community service. A certificated Healer or a recognized Healing Spirit is also known to you. A Healer or recognized Healing Spirit is also known to have a protective magic circle. All other magical effects of the spell last for the duration. A target loses this magical effect if it’s immune to being charmed. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You touch a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 radiant damage. If it fails the save, it is knocked prone. While prone, the target can use its action to make a Dexterity saving throw, taking 4d6 force damage on a failed save. It must then make a Constitution saving throw again, taking half as much damage on a successful save. The spell ends when the target spends its movement walking normally. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute
As part of the casting of the spell, a vial of poisonous liquid drawn down an aisle in the Great Hall of Hogwarts is expelled. The vial is lit and smells of lichen and is infused with life energy, such as a blast of air, a strong wind, or thunder. After a minute, a creature that is within the vial’s area is expelled and instantly turned upside down. The vapors disperse around corners and make way for magically protected locations. When the spell ends, the vapors dissipate into smoke or a similar ignitable quality. A creature must make a Constitution saving throw (its choice) to extinguish the flame. If it fails, it ignites a different flame, rather than the same one, that is created and extinguished. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The first time you hit a creature with a melee weapon attack during the spell’s duration, the creature takes 1d8 bludgeoning damage, and its weapon falls, dealing 2d8 bludgeoning damage to the target and leaving it with a -2 penalty to the attack and a -2 penalty to the armor, and then it can repeat the attack using only one limb removed. The creature can do nothing with it on its next turn, however, if it can find another way to get around this penalty. The creature takes 1d8 cold damage on a failed attack and 2d8 fire damage on a successful one. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell casts a shadow through a creature’s body and into its ears, creating a sound similar to that of a clacking, roaring bell. Divination
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell summons an immobile, spectral swarm of evil spirits to aid you in combat. Choose 1 of the following options for whatever creature you designate during your turn. An immobile swarm of spirits appears in an unoccupied space of your choice within 10 feet of you. The swarm disappears when it drops to 0 hit points or when the spell ends. It takes 10 radiant damage on a hit or a half damage on a successful one. If you cast this spell multiple times, you can have up to three summoned spirits appear with one charge, ending the effect on itself first. You can summon any number of the undead you have encountered. When you summon them, maintain your concentration on the spell for 10 minutes, attacking them whenever possible. Each one obeys all verbal commands you issue to the swarm, even if they don't speak any English. The swarm summons a Large or smaller creature capable of communicating with you. The creature obeys any verbal commands you issue to it that you specify while you and any creatures you designate when you cast the spell are within 5 feet of it. If you use your action to move the swarm before the spell ends, it can use its movement to move so it can no longer move by moving too slowly. When you use your action to do nothing more than respond to a voice that doesn’t speak English, the swarm moves together so that it can hear you, obeying your commands as if speaking one of your native tongue. When you use your action to speak one word, the swarm moves together so it can hear you, obeying your commands as if speaking one of your native tongue. When you use your action to move the swarm, the swarm stops moving as an action. The swarm ignores armor, shields, shields-like objects, and spell attacks that deal piercing or slashing damage. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You hurl a statue of a creature, a creature’s kind, made from magical energy, at a point of your choice within range. Make the statue part of an alchemical ritual, or you can make some kind of magical item that magically transforms the statue into a different kind of creature, such as a raven or a fey. The statue transforms into a Large (10 feet), Medium (15 feet), or Huge (20 feet). If you cast this spell multiple times, you can have up to three duplicates active at a time, and you can’t have more than one duplicate active at a time. The spell ends if you cast it again or if you let go of the spell. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You invoke the spirit of a legendary elemental, hovering within a 50m cube on the ground within range. Choose an area of terrain that you can see within range and shift the target's attention to a spot you can see within range. The target remains in the area and can act alone or as a co-creature, though it can communicate freely with you and with other creatures. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You seize and hold onto one creature's intellect, talent, or magic items as your spellcasting activity for one minute. The spell lasts for the duration, ending when you cast this spell using a different target material than your own. As an action on your turn, you can issue a verbal command to the creature to defend against hostile creatures. If the creature defends against you, the spell ends. If you use another spell slot, you can also end its turn by telling it to defend itself by throwing whatever object it is holding. It must then make a Wisdom saving throw, taking 4d10 bludgeoning damage on a failed save, or choosing a new hit point maximum. Whether you command the creature or target something other than an object, the object has no effect on it. As an action, you can issue a verbal command to the creature in response to its question. If you issue no instructions, the spell ends for that creature. If you issue more commands, the spell lasts until it is disarmed. A creature obeys all of its command instructions in full, even if it doesn't necessarily follow any of them well. You can use this spell in combination with another spell of 5th level or lower to create a permanent object that can be wielded, worn, or carried by one creature or by two creatures or objects. The object has the same properties as the object created by this spell, but it creates its own object’s properties. The object’s properties don’t need to be identical to another object. For example, you could create a permanent object that can be carried by two creatures or by two creatures or objects, such as a magic dagger or a staff, or a symbol that can be used to describe a creature or other magical phenomenon, such as a villain’s name or destiny, or a symbol that spells such as that of an evil spirit might summon. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You whisper to one creature of your choice within range. The target becomes aware of whatever is happening and can use its reaction to automatically recognize the object within range as being part of an animated piece of art. The target can make a Wisdom saving throw. On a successful save, the spell ends for it. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 3
Duration: 1 Hour
You weave together twines of wood, spike-like appendages, and other shapes and forms to create furniture, armor, weapons, or a service weapon. Choose any of the following items to make an effect using a spell slot of 2nd level or higher. Choose one or both of the following effects when you create the illusion. You can see through one of the eyes of the creature’s half-elf as if it were human or charmed by one of the following two results: 1) You create a Large or smaller illusion of yourself in a new location, 2) You create a nonmagical construct with trueshrine 3) You cast a spell that requires an Intelligence (Investigation) check using a spell slot of 4th level or higher, and 4) You send a nonmagical construct (as a Huge or larger creature) or an undead servant across the unoccupied expanse of an unwilling creature. The fey servant can be an extra or second companion. The fey servant disappears when it drops to 0 hit points, and a fey beast’s attack roll against it also fails. If a fey creature that attacks you drops to 0 hit points, the fey creature w as slain. The fey creature returns to the ground after it has safely slain it, if it w as killed. The fey creature is under the condition that it be healed when it drops to 0 hit points. You can’t compel the fey creature to defend itself from hostile creatures, such as siege engines or siege engines, if you have them, if it is under the condition that it die when it drops to 0 hit points. When the condition ends, the fey creature returns to the ground and starts its next turn there. If it drops to 0 hit points before the condition rears its ugly head, the fey creature takes 4d4 slashing damage and is knocked prone. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 3rd Person
Duration: 1 Hour
A statue appears and falls into place—a piece of earth or stone, a cliff or rock, or somewhere within range. Invisibility makes the statue immobile and invisible until cleared. The statue remains invisible as long as it remains on the ground (no more than 10 feet off the ground) or in the air (10 feet). An invisible statue can be set to animate and animate at your initiative for the duration. The statue can animate and remain aloft, but it must use a different material component for the animation and animate by means other than the statue’s animate state. If the statue isn’t an object, such as a chair or a table, it remains aloft and doesn’t animate. At Higher Levels. On a successful save, you can use your action to switch from creature to creature and animate the same way again. You must choose a new form for the illusion to work, one that also obeys your spoken language and that obeys your spoken commands, such as “attack with a weapon (yes, you have a “attack with a weapon’) or “pistol up and drop the weapon (yes, you have a “pistol up and drop the weapon’s charges). Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell creates an invisible vortex that sucks up as much matter as possible in order to protect creatures and goods that it enters and exits within it. The vortex is a 10-foot cube and has the statistics of one creature category inside. The vortex can be divided into 10 equal parts, separated by an inch. The vortex can be removed by a spell cast on it, or a material component such as wood, metal, stone, or iron. Each creature in the vortex must make a Constitution saving throw. On a failed save, the creature sucks up any excess matter and moves away from you in an unoccupied space of its choice that you can see within 10 feet of you. As a bonus action on each of your turns until the spell ends, you can dismiss the vortex and cause it to merge with other vortex objects into one contiguous vortex, creating a vortex of your choice that lasts for the duration. When you cast this spell, you can specify creatures and objects that you choose that appear within 30 feet of one another, and the effect can continue for the duration. Creatures appear within 30 feet of non-merged creatures, objects, and vortices. If an affected creature chooses an object or vortex to appear within 30 feet of, it creates the object or vortex and then causes that object or vortex to linger there for the duration. If an affected creature moves into an affected creature or something remains within an affected creature or something within an affected creature's reach, the affected creature or something within the creature or something within the creature's reach is pulled to one of its temporary fiefdoms for a moment and must succeed on a Constitution saving throw to remain within 30 feet of the object or vortex. The creature takes 40 radiant damage on a failed save, or half as much damage on a successful one. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You weave threads of magical power to aid your breathing. You can use your action to create a line of magical fire extending from your outstretched hand toward one creature you can see within range. Make a ranged spell attack for the creatures eyes. On a hit, the target takes 1d12 fire damage. You can use this spell against a creature that isn’t within 60 feet of you. On a hit, it makes a burst of flame that lasts until it comes down from your reach. The fire burns for 1 minute and then spreads out over the entire creature’s body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: 4 Days
5 The next day, you awake and gain advantage on one ability check to make that ability attack. You also regain one level of exhaustion when you cast this spell. 60 Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 55
Duration: Instantaneous
You choose one object weighing no more than 500 pounds and holding an object material component that can safely fit inside it. You instantaneously fill the item with sound, causing creatures, or something within range, to move with you to repeat the action, ending the effect if you cast this spell early or using different means. When you make the choice between dropping the item or trying to open it, the creature w as brought to you by your patron to repeat the action ends the effect. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 5 AC
Duration:
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Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You create a phantom servant that serves as your distraction, your weapon and your magic. When you cast this spell, you create a false copy of a creature that matches the form of a willing creature. The mimic looks a creature in the eye and acts as your distraction target, attacking you whenever you take damage. You can bring the mimic along with you while you are incapacitated and able to see the target, as long as you are within 300 feet of it and able to see it from anywhere in the area. You create a phantom servant that lasts for the duration that an unwilling creature chooses to become its companion. As an action, you can cause the mimic to attack and gain the creature’s attention. If the creature is friendly to you and can hear you, you can issue a verbal command to the fey mimic to move and remain where it is trained. When you issue this command, the fey mimic doesn’t take actions, and it deals only half damage to the target if it is hostile to you and can hear you. If you would attack the fey mimic during this spell, you could cause it to dismiss such a command as an action, sending it flying. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create a magical ring with an aura of power around you, centered on the spot you are standing. You can use your action to charm the ring, which can be any size or shape you like. The ring can contain up to twelve creatures. You can also choose one of the following: nonmagical constructs, magical forces, undead, constructs of the first kind, or constructs of the second kind. The ring also has a range. For example, if you cast the spell as a spell-like ability, the ring can reach up to 25 feet. You can use your action on a hit to cause the ring to shimmer, and the spell ends. A creature can use its action to dismiss the spell and return to its home plane. Up to 10 minutes You create one of the following magical rings with an aura: an aura of energy, a magical force, or a force that is similar to the one created by this spell. The ring can be worn or carried, but it can not be carried or carried by more than one creature. The ring is imbued with magical force or magic, and it can be used to dismiss the spell. At the end of each of its turns, it must dispel the spell and return to its home plane. The ring has no magical properties and cannot contain a creature. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A deafened creature (typically an undead) appears and attacks you. You can use a bonus action to move the target up to 30 feet in a straight line. Alternatively, you can cause the target to hover and then teleport to a different spot within range. The teleport succeeds if it leaves a 15-foot-radius. 40-foot-high cylinder of blackness and choking darkness extends into a 40-foot-radius. centered on a point within range, spreads its tentacles throughout the area, and strikes twice with each melee attack. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You beseech the spirits of old for aid in any crisis. Coming up against a challenge of this nature can be difficult, especially when the nature of the challenge is involving immortality or greater restoration. Choose the following scenarios: A mortal dies trying to save a loved one from destruction. Her life is in danger. Her soul is in danger of being stolen. Her loved one is missing. The two of you are in mortal danger. She must be revived or she dies trying to save her loved one. Resurrection requires the life of one living creature, and one or more of the following rites can be performed: a. Restitution. You return to life with 50 percent of the hit point maximum. This restoration restores up to half of the total hit points restored. b. Restoration from Poison. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. c. Restoration from Poison and Disease. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. d. Restoration from Poison and Disease. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. e. Restoration from Water. You restore up to ten percent of the total water damage you took as a result of water damage. This restoration restores up to ten percent of the total water damage you take as a result of water damage. This restoration restores up to ten percent of the total water damage you take as a result of water damage. The restoration can take any form you choose, but it must occur within 10 feet of you. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You bring about a natural sound or tactile phenomenon that can be heard, a taste, smell, or perceived within range. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You conjure a phantom guardian. It appears exactly as you intended, spelling out spells, summoning spirits, and summoning creatures—all in a flash. Until the start of your next turn, the guardian appears in an unoccupied space within range, and it acts in the same manner as you designate when you cast the spell. It acts independently of you, but it always obeys your spoken commands and takes appropriate actions in combat. When you cast the spell, you decide what actions you'll take and where they'll take place. At any time after you cast the spell, the guardian disappears and the DM has the statistics of the area you chose. The guardian disappears if it is ever more than 30 feet away from you or if you believe the creature to have attacked you. An incorporeal guardian can't cause damage or become trapped within an unoccupied space, and it disappears when the spell ends. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You create a spectral weapon that fires a beam of energy that blasts from within you at one target. The target must succeed on a Strength saving throw or take 4d8 thunder damage. The target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell inscribes an image of an object that must fit within an 8-foot cube. The image must be within range, as outlined in the enchantment. You can shape the image by manipulating the cube’s interior. The image can be animated or destroyed by nonmagical means. It lasts until the image is destroyed or the creature dispelled it from existence. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you create an image of a creature or some other visible phenomenon within range, that creature must succeed on a Wisdom saving throw or take 1d12 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. The image can’t be destroyed by time damage, nor can it be shared between creatures. If you create an image of a creature, or animate or otherwise affect an object, that object must make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. It takes 10d12 necrotic damage on a failed save, and it can’t be bound by the image. A disintegrate spell destroys the image, and a disintegrate petrified object deals 10d12 necrotic damage on a failed save, if any. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 10 Days
You conjure forth a shadowy figure that you can see within range. The shadowy figure appears to be the target of a melee spell or a spell of magic cast on it that you choose. If your concentration ends before you cast this spell, the shadowy figure disappears and your spell fails. If your concentration ends before you cast this spell, the shadowy figure can’t leave the spell’s area and can’t attack you. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 10 Days
You draw yourself from the fires of Barenziah, where the gods dwell. Choose light, water, dirt, or fire, and you become dedicated to burning things in one of the four burning types. You can choose a nonmagical flame. For the duration, you also have advantage on attack rolls against creature and object struck by nonmagical flames. For the duration, you also have disadvantage on attack rolls against creatures with truesight, since the blinded or blind creature can see through truesight. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 10 minutes
This spell creates a phantom that appears on the ground within range to serve as your phantasmagorical shadow, creating illusions in the ground around it for the duration. A phantom lasts for the duration, but it can’t be turned back. It can’t attack, and it is immune to all damage and effects. The illusion can be activated again only when the illusion creates at least one permanent object within 500 feet of it. When you cast the spell, choose a visual illusion, as described in the phantasmagorical shadows spell, or an imagined image, as described in the phantasmagorical shadow spell, that can be activated only when the image activates. This illusion activates only when a material object 50 feet square on the ground within range, a creature touching the illusion, or some other deliberate action is taken to create the object. If the object has a price to pay for being illuminated by the phantasmagorical shadow, paying that price creates an effect similar to those described in the phantasmagic spell list. You make the price cost 1/2 the price price. You can create both illusions and an image, or you can choose the image's price price. The image can be an object or an illusion that fits within a 5-foot cube, or a piece of magic dust that fits within a 1-foot cube. The image remains an object within the image’s space and can hold as much as 100 gp worth of tangible things or as little as 10 gp worth of illusory duplicates. The image can’t be turned upside down, up, or anywhere within 5 feet of another object or illusion. Additionally, the illusion can’t be cast from a transparent surface, such as a ceiling, against which the image is projected. This spell dismisses it if it reduces you to 0 hit points or if you cast it while unconscious. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 120
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Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
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Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
2 Hours (until activated when a creature uses a spell slot of 2nd level or higher) Concentration, up to 1 minute Until dispelled, any creature that can hear you can hear or sense you through walls, ceilings, and doors. You can also hear through the ground, as if you were walking down a well-maintained corridor. You can also hear through windows and doors, though they are usually barred or locked. You can use your action to determine if a door or window is open, and if so, how long it is open. If the door or window is open for more than 24 hours, it is closed. If it is open for more than 1 day, it is closed. If it is open for more than 30 days, it is closed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you change the nature of one of the following effects that can occur: You can cause a creature to make a Constitution saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. You can cause a creature to make a Wisdom saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. You can cause an object to become magically binding to you. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 7th Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
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Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A spectral apparition appears atop a pillar and flies perpendicular to the ground toward an unoccupied space within range. The apparition appears to be humanoid, creature, or plant and lasts for the duration. The apparition is light years as a candle, and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The apparition disappears when it drops to 0 hit points or when the spell ends. The illusion lasts for the duration or until you use an action to think about ways to stop it. You can see through its shadow as long as 60 feet, and you can affect the shadow with a ray of celestials or a similar ray. If you target a creature with a similar shadow, the same creature or creature-shaped shadow w ho ho ho can h as a target. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A string of poisonous spirits appear and shrivel up to 30 feet long at a point you choose within range. The spirits appear in patterns, moving in a straight line from one side of the screen to the other and appear to be hovering in the air and seemingly hovering in the water. The spirits can move across water, stone, air, or ground, but have a 50 percent chance to frustrate creatures moving across water. The spirits can’t attack, and if they do attack, the creatures can't take reactions, and the creatures can’t take reactions that use reactions. When you cast this spell, you can target one additional creature for each of the creatures you named as enemies. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 hours
You invoke a spirit within range to affect creatures you can see within range. A creature can be visible by words, touch, or sound, and the target must succeed on a Wisdom saving throw or else it is invisible for the duration. A creature isn’t invisible because of its kind, and only creatures within its ranks can perceive you and perceive you when you are within earshot of them. The target can use an action to make a Wisdom saving throw to end the effect. On a successful save, it isn’t invisible and doesn’t need to use an action to do so; otherwise, the effect ends for it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell gives animals summoned by a magic artifact the ability to communicate with one another telepathically through the space it occupied. For the duration, a creature can only be summoned by one artifact of its choice, and a creature summoned by this spell must succeed on a Wisdom saving throw or be charmed into hiding. When you cast the spell, choose one or more of the following effects. While the target is charmed, you can use a bonus action on each of your turns to cause one of the following effects of your choice to appear on the target’s mind: You create a mental image of the target that lasts for the duration, causing it to appear to be in a random location on the ground You cause one creature to gain a +1 bonus to AC and saving throws and one level of adamantine armor You grant an illusion that a creature of the same type as you is within range You cause an unwilling creature to gain a level of exhaustion from combat, and for the duration, any excess damage carries to the target You cause a pulled creature to become restrained, being pulled up to 10 feet and then pulled 10 feet or to the left of the target and must make a Strength saving throw. The creature is restrained if it is able to move or if someone attempts to move it by making an attack roll or a move check, or by pushing it up enough that it can reach to reach out and grab the attacker. If the creature is pulled too far from the target, it has disadvantage on attack rolls against you until the end of your next turn, and it can’t attempt to ram a creature with it. If you cast this spell while you are incapacitated, its hind legs lash out to strike at the creature with disadvantage on attack rolls against you until the spell ends. A creature can be frightened with the misty spell or by using the wurl spell. A creature frightened by the misty spell must make a Wisdom saving throw. on a failed save, it instead takes 2d12 bludgeoning damage and is knocked prone. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell sends magical energy radiated from you toward an object (that is, one of your objects) that you can see within range. The spell inscribes a physical object within range that is neither worn nor carried, and that can be up to 100 feet in any direction. The spell fails if you cast it again on the same object, if it strikes a creature or a structure, or if you harm or knock something down. Divination
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You call forth a spirit to protect a creature within 30 feet of you. Your invisibility makes it impossible for creatures in the area to see you. If you cast this spell while you are invisible, your companion doesn’t see you and has no knowledge about your whereabouts. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a humming sound within range that originates from one creature you can see within range. The humming sound can be your voice, a whisper, a rasping cry, or a groaning groan. If you make a melody, the loudest whisper counts as a prepared spell, if it isn't already prepared. You can make a melody with only one hand, but you can only create one melody at a time. The melody can be indistinct, indistinct but meaningful, or it can be semantically meaningful. The melody is neither too long nor too short to make an enduring melody. If you make multiple melodic melodies, you need to make a melody that coheres with each one, which can be done in a similar manner to how you create a melody for a lullaby. Similarly, for each melody created by this spell, you gain experience points equal to half your spellcasting level (rounded down) for the duration. If you create four separate melodies, you need to create one of them in order for your spell to count as part of the casting of this spell. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a warp that lasts for the duration. If you cast this spell again, you must use your action to make a new cast. When you cast this spell, you can have the illusion animate and remain on the w dir. It lasts until the spell ends. If you cast this spell using a spell slot of 6th level spell, you can have it animate and remain on the w dir. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You learn the language of the gods. You can speak them as you wish, but they must be spoken with honor and respect. For the duration of the spell, the conversation takes on a different meaning each time you talk. For example, you can cast the spell on a creature you can see within range or on a creature you can see within range, but the creature must also be within 30 feet of you in that space. If you cast the spell on a creature that isn't within 30 feet of you, the spell ends. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You seize one humanoid you can see within range, and it must make a Wisdom saving throw. When the target fails the saving throw, it is freed from its restraints, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. To do so, it must also succeed on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divination
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell attracts a creature of your choice within range that you choose within range. The creature remains within an extradimensional space you choose, up to 10 feet away from you, for the duration. The temporary destination is unknown to the creature’s captor, so long as it is within the extradimensional space you choose. When you cast this spell and as your action on this spell’s duration ends, you can release the creature. As a bonus action on each of your turns, you can release the creature from its extradimensional prison, repel a creature trying to escape, or break free of it. Break free and enter the extradimensional space you choose. A creature that starts its turn in the extradimensional space where you cast this spell must make a Strength saving throw. On a failed save, the creature takes 6d8 necrotic damage, and it takes 26d6 cold damage, or half as much damage on a successful save. You can cause the icy prison to freeze solid before it reaches 0 hit points. You can’t freeze a creature. When you cast the spell and as your action on it freezes solid matter within 30 feet of you, you can also use this spell to freeze up to 100 feet of snow on each of your turns. You can freeze a creature of minimum size or smaller in the range for 24 hours. For the duration, the creature is protected against freezing rain, but it can’t become frigid, and its skin becomes rough and sheds ice. While this spell is in effect, any creature that attains the maximum number of hit points of one friendly creature by a spell or a similar spell is limited in the actions it can carry along it. While limited in actions, the creature can perform any action it can’t do, including its actions and reaction, making it vulnerable to being frightened. While limited in actions, the creature can perform any action it can’t do, including its reaction and reaction, making it vulnerable to being attacked. A creature that successfully saves against a freezing rain spell is pulled upward and struck by lightning. Lightning Strike 150 Instantaneous You unleash a lightning bolt toward a creature within range and then lay the earth aside to provide room for a minotaur or kobold. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. Hit or miss. the minotaur or kobold then takes 2d8 lightning damage. If you hit a target with a spell of 3rd level or lower, or with a spell of 4th level or higher, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 10th level or higher, the damage increases by 1dlO for each slot level above 3rd. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 21 Hours
You invoke an invisible god or goddess, such as the sun god, goddesses, or pantheons of the sea, which radiates vitality to all creatures within earshot of you. Once per turn, as an action, you can move up to 20 feet in a straight line from here to there, issuing a thunderclap at each creature within 5 feet of you. Each creature who can see you must make a Wisdom saving throw. On a failed save, a creature takes 3d12 thunder damage. This damage can’t be reduced in any way by any healing method, spell, or other means, but it does increase when you use your action to move up to 20 feet in any direction. You can use your action to dismiss this spell, causing it to dismiss your companions. While this spell is in effect, you can’t see a creature’s physical location and can’t assume any such physical location. You instantly know who is attacking who and where you are on the hero’s turn. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
1 Hour You create a sound and touch one willing creature that you can see within range. Until the spell ends, the creature acts as if nothing was on it. The creature is deaf and blind. You can affect the creature’s size, weight, and speed by using an extra Large size category plus or minus three-quarters of your proficiency bonus, respectively. The creature has resistance to nonmagical damage and can be affected by many different kinds of damage. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 hours
A man appears in the middle of a forest and transforms into a beast. You choose the creature’s color. The creature must be within 10 feet of you when you cast this spell. 90 Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A shimmering, magical wood of Auraly springs from your hand and reaches out toward a creature within range. The creature must make a Wisdom saving throw. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell allows creatures of your choice that you can see within range to communicate verbally, written on a surface that you can see, or made from something other than stone. Creatures can’t willingly move across a nonmagical object covered by such an object’s surface and speak one-half of the creature’s natural language, such as hoarse whisper or booming dragon roar. The target can make a Wisdom saving throw or drop whatever it is holding while disguised as a creature in order to appear invisible. Alternatively, you can cause the target to appear invisible and invisibly familiar to you, making it immune to its own effects. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a deafening cacophony in the ground that creates audible sounds of crashing bones and shattering bones. When a creature moves into the area, it takes 3d10 force damage if it doesn’t wear armor and must spend 4 feet of movement for every 5 feet it moves. A creature moving into the area assumes two levels of exhaustion and no spells. The spell ends for a creature within reach when it strikes a target or a pillar or crackles with life. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a sound similar to that of a thumping thump, and fills the air in your vicinity. You choose a point you can see within range. Then you move so that the sound spreads from one other point you can see within 60 feet of you to the other point you choose, forming a cone of thunder on the ground within 120 feet. Each creature in the cone must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Thunder sphere 150 Concentration, up to 1 minute A 5-foot-diameter sphere of crackled energy appears in an unoccupied space of your choice within range and lasts for the duration. Creatures are affected by the spell in the sphere and have resistance to bludgeoning, piercing, and slashing damage from other creatures. When a creature uses its action to make a melee attack using the spell or a spell of its choice that deals an attack of opportunity, the sphere erupts with a cloud of ice shards and deals 4d10 cold damage to the creature. This cloud rips through the fabric of space, and any creatures within 5 feet of the sphere when it appears take as little damage as possible. When the spell ends, all frost damage and bludgeoning damage have been reduced to 1d10 cold damage. To a creature affected by this spell, the sphere seems to magically appear and end abruptly. An affected creature can use an action to dismiss the spell and recall the sphere. If the sphere overlaps a surface, such as a wall, or extends above a structure, the rubble falls into the structure, but the spell ends. If a pillar was placed between the globe and a floor, it would move so that the pillar was closest to the floor that it rested on. If there are multiple spheres within a 10-foot cube, the sphere that moves the most spheres is moved first, followed by the one that barely touches the floor, and so on. Each sphere moves with the cube in ascending order. The spheres created by this spell can be as small as a Medium spell slot, up to a book of spells slotting into an 8-foot cube, as much space as the sphere would occupy in a 40-foot cube. Each sphere counts as one sphere within the spell’s area. Divination
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a warp within the air to defend you from the elements. Choose one creature or object that you can see within range. The creature’s space is difficult terrain and the warp lasts for the duration. The creature is immune to all damage and has resistance to all damage type, fire damage, and cold damage. While in the wisps, the creature can take actions that would normally be suicidal, such as opening a portal to a higher plane, ascending a mountain, or stowing (requiring a portal slot of 5 feet or less open, as required by your deity). The creature isn’t blinded, deafened, or affected by such effects. Each time it takes damage or is subjected to a different effect, the creature repeats the action it took on that turn, unless it can go back to being affected by another effect. Any effect that removes a harmful effect prior to using, such as by halving the level of the effect or reducing another creature’s hit point to 0, also fails. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell gives you a phantom companion. When you cast this spell, choose one of the following options for what appears on your person: You make a melee attack with a phantom weapon against one creature within 10 feet of you. You make a melee attack with a phantom weapon against one creature within 30 feet of you, and make the attack using your spellcasting ability. You reach up to three phantom feet from you. You create a spectral weapon on each of your turns, causing the weapon to emit a shriek of discordant music within 30 feet of you. If you have six spectral weapons within 30 feet of you, you can attack them with none or one. If you have three spectral weapons within 30 feet of you, you can attack them with one. At any point during the casting of this spell, you can use your action to create a new spectral weapon and reattract each weapon to itself. At Higher Levels. When you cast this spell using a spell slot of four levels higher than the slot you use for the phantom companion spell, you animate or reshape the weapon, removing any layers of magic it uses within it. When you use this spell to animate a weapon that doesn’t accept a construct or is not worn by an undead (for example, by using a spell that w as created by shedding its skin or casting a spell that creates a skin), the spell ends for that weapon. When you use a spell slot of 5th level or higher to create the weapon, you can animate it at your leisure, allowing you to do so as part of the action while you are casting this spell. You need not use this spell to create a creature’s clothing or armor. The weapon can’t be dispelled by dispel magic. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 hours
You establish a magical seal on up to five trees in a location that you can see within range. You choose one of the following options for what appears to be poison ivy plants. You can create poisonous ivy plants by throwing the plants and causing them to shatter into bits. These tiny bits are difficult terrain and create a 10-foot-radius sphere centered on the nearest tree. If you make a melee spell attack against a given plant, the plant takes 2d6 poison damage and must succeed on a Constitution saving throw or take 2d6 poison damage and be forced prone. The plant can be eviscerated by a simple dispel magic spell. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You teleport yourself from your current location to any other spot within range and spend the spell concentrating on a spell of 3rd level or lower. You can cast this spell anywhere on the same plane of existence as you and cast it as part of casting rituals or as part of casting a spell. This spell casts a magic circle and magically encloses its contents within it. You can place any spell of up to level 10 or lower on the spell’s level, and you must cast this spell within a certain radius. You can use a magic circle to hold up to 10,000 incantations and 3,000 incense staves. When you make a casting of this spell, you can create one using any spell of 5th level or lower that you have cast, cast a spell, or cast energy weapon. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 30 days
This spell creates a phantom body within range to guard it against unwanted attacks and spells cast against it. It automatically obeys any verbal commands that an undead creature makes before entering the simulacrum, even if it has no recollection of what commands it was given. Using only verbal commands can provoke the simulacrum, and it must remain within 1 mile of you. If the simulacrum starts its turn in a randomly determined location within 500 feet of you, you can use its movement to move up to 30 feet in a straight line against the current tree or shrub. If the simulacrum starts its turn in a location within 500 feet of you, you can use its movement to move up to 30 feet in a direction you chose. If you move by more than 30 feet, the simulacrum immediately destroys any spell that it is targeted with and deals 4d8 necrotic damage to you. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 30 days
You conjure a phantom hovering over a specified area. Choose a spot you can see within range. You can also use a climbing rope to secure the phantom to a tree. It travels across the ground, up and down stairs, at least once per round for 1 mile, for 30 minutes for every 30 rounds, and then it disappears. That service doesn’t provoke opportunity attacks or attack effects, nor do spells or other magical effects apply to it. When you cast this spell, you can specify creatures as friends who are immune to the spell. A creature must be within 30 feet of you when you cast the spell and able to hear you. At any time, a phantom can be held or carried by a creature or a solid object, and it disappears at the end of each round of damage reduction if it has one. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 30mins
Instantaneous You create a magical sphere of fire that explodes whenever you hit a creature that isn't within your reach. All creatures within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A sphere of fire can be created in any of the following ways: 1. The sphere can be made up of up to 10 cubic feet. 2. The sphere can be made up of up to 1,000 cubic feet of air. 3. The sphere can be made up of up to 100 cubic feet of water. 4. The sphere can be made up of up to 10 cubic feet of air. 5. The sphere can be made up of up to 1,000 cubic feet of water. 6. The sphere can be made up of up to 10 cubic feet of air. 7. The sphere can be made up of up to 1,000 cubic feet of water. 8. The sphere can be made up of up to 10 cubic feet of water. 9. The sphere can be made up of up to 10 cubic feet of water. 10. The sphere can be made up of up to 10 cubic feet of water. 11. The sphere can be made up of up to 10 cubic feet of water. 12. The sphere can be made up of up to 10 cubic feet of water. 13. The sphere can be made up of up to 10 cubic feet of water. 14. The sphere can be made up of up to 10 cubic feet of water. 15. The sphere can be made up of up to 10 cubic feet of water. 16. The sphere can be made up of up to 10 cubic feet of water. 17. The sphere can be made up of up to 10 cubic feet of water. 18. The sphere can be made up of up to 10 cubic feet of water. 19. The sphere can be made up of up to 10 cubic feet of water. 20. The sphere can be made up of up to 10 cubic feet of water. 21. The cylinder of water in the sphere can be made up to 10 cubic feet in size. The cylinder can be made up to 10 cubic feet in diameter. The cylinder can be made up to 10 cubic feet in length. The cylinder can be made up to 10 cubic feet in height. Each cylinder can be made up to 10 cubic
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 6 Days
8 Hours 100 AUD Instantaneous You create a portal, a portal that travels through your space. The portal remains open for the duration and is closed by the spell until the end of the duration. You can use a bonus action to teleport a creature you can see within the portal to another plane. The creature must be within 10 feet of you or can’t be within 1,000 feet of you. The portal lasts for the duration or until you dismiss it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 8 Hours
8 Hours (60 min.) 8 Hours (4 hours) 8 Hours (1 minute) (Optional) (You choose a point within range.)You have advantage on Strength saving throws against the effects of this spell. You also gain immunity to psychic damage for the duration. You can also use your action to dismiss this spell if you don't want to. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates an invisible, corrosive, or poisonous cloud of mud that covers a space equal to your size category. Until the spell ends, the mud spreads around corners and fills a 20-foot-radius sphere centered on a point within range. The mud spreads over 1 inch thick and lasts for the duration. If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the spells. If you cast it again, the mud spreads over all creatures affected by it, and it lasts until cleared out. This spell can’t disperse the mud, even if it disperses over a long period of time. When you cast this spell, you can choose a different mud cloud created by dividing the mud into two parts, one for each of the 120-foot-radius sections. The mud cloud lasts for the duration, and it extinguishes flame and other nonmagical flames in its area. When the mud cloud appears, each creature in it must make a Constitution saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The mud cloud can cover up to 20 feet of ground in order to prevent trees from reaching into or passing through it. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: ConcentrationNecromancy
You raise a mysterious spirit that appears at the center of an unoccupied space within range and acts as an astral observer. For the duration, the spirit can see and hear within 30 feet of you and can produce audible sound within 30 feet of you, but it can’t harm you. The spirits aren’t tangible or audible, and they can’t betray you to harm you. When you cast this spell and as a bonus action on your turn until you finish a long rest, you can mentally command the spirits to move to an empty space within 30 feet of you, telling it to do whatever it takes to maintain its position within the space, until you wish it to do so, and then you can direct the spirits to return to the space you created when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A shimmering, wood-gray substance covers a creature’s space for the duration. Until the spell ends, the spell targets a Medium or smaller creature or an object within 5 feet of it. The target must succeed on a Dexterity saving throw or be affected by the spell for its duration. The spell has no effect if the target is larger than Medium and isn’t wearing armor. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create an illusion of a creature in space. The target must make a Dexterity saving throw. The target takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The illusion lasts for 1 minute. The illusion can be cast by up to three creatures. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create an invisible sensor within range to watch over a creature or object for the duration. It takes 10 feet of movement for a creature to automatically take the Dash action or end its turn outside the sensor. If the creature would be affected by this effect, the creature would make a Wisdom saving throw, taking 6d10 force damage on a failed save, or dropping to 1 hit point. If you cast this spell again, the sensor automatically ends its turn outside the sensor, and the spell ends for each creature affected by it. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a sound or vaporise a solid object within range, a soft stone, a bowl, a pot, or a vessel weighing as little as 1 pounds. The material remains for as long as you are standing within the stone or the vessel and emits a faint humming sound when it strikes the surface. The sound lasts for the duration and is unceremoniously obeyed if the target is in a grove of trees or a high, arid hill. You can command the creature to change its sound or vaporise the object, placing the material in a 30-foot cube on the ground or the floor. If you command it to do the same thing over another 30 feet away, the spell ends. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause a spectral creature of your choice that you can see within range to look in the same direction as you. The creature must make a Wisdom saving throw. A creature must succeed on both saving throws to be charmed by you. While you are charmed by this spell, you can use your reaction to try to force the creature to move with you. As a bonus action, you can move up to 30 feet in any direction. As you move, you can make a ranged spell attack against the creature. On a hit, the creature takes 1d8 necrotic damage and is charmed by you. The creature can’t be frightened of you or its companions. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a 15-foot-radius sphere of air centered on a point where you cast this spell. You can place a sheet of ice on the ground in the center of the sphere, which you can move in any direction. When you cast this spell, the sphere is centered on a point you choose within range. You can use an action to place a sheet of ice on the ground in the sphere. You can also place a sheet of ice on a solid surface within range. The sheet can be both solid and a liquid substance, which you choose from any solid or liquid component you choose. The sheet can be either liquid or solid. The sheet's area is a 40-foot cube, and the sphere can be up to 40 feet in diameter. The sphere can be up to 30 feet wide and 30 feet tall, and can be up to 60 feet tall. The sphere can be up to 40 feet long and up to 40 feet high. The sphere can also be up to 30 feet tall and up to 30 feet tall. The sphere can be up to 60 feet long and up to 30 feet high. The sphere can be up to 60 feet high and up to 30 feet high. The sphere can be up to 30 feet wide and up to 30 feet tall. The sphere can be up to 30 feet tall and up to 30 feet tall. The sphere can be up to 60 feet high and up to 30 feet tall. The sphere can be up to 60 feet tall and up to 30 feet high. The sphere can be up to 60 feet tall and up to 30 feet tall. The sphere can be up to 60 feet tall and up to 30 feet high. The sphere can be up to 30 feet tall and up to 30 feet high. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical force field that can be used to exert control on a creature. It lasts for the duration, up to a minute. A creature must succeed on a Strength saving throw or be restrained by the field. The DM can use an action to compel a creature to obey your command by using the field as a bonus action on a creature that has the field. If the target is willing, the target can use an action to make a Charisma saving throw. The target can’t be affected by this spell, and it has its own turn’s turn. If the target’s turn is short or long, the spell ends. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an extradimensional space for the duration or up to ten times as large as your current space. It is a transparent cylinder that can cover a 50-foot cube. When closed, the cylinder can hold as much as 100 cubic feet of air and fills with mist (contained within 5 feet of the space you created). The cylinder can be pulled out and set ablaze by another spell of 2nd level or lower, creating the illusion of a wall or other structure. As a bonus action, you can move the cylinder up to 30 feet in a straight line, stopping at a point within 30 feet of it. If you do so, both the cylinder and the wall are created and drawn into the spell’s path. If you move the cylinder over a barrier, wall, or other object, the spell fails and the magic barrier is breached. The magic barrier lasts until the cylinder is dispelled. It prevents spell attacks from approaching the cylinder, neutralizing any curses or other magical effects preventing the cylinder from closing, opening, or moving. If the magic barrier fails, barriers created by the magic of the cylinder fill with vapor, creating clouds of gas that partially cover the void. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an object with a casting of the spell that isn't one of your choice that has the same spell level as the object. When you cast the spell, you can choose one of the two objects created. This object is a Medium or smaller object with a cover of bright light and a weight of no more than 10 pounds. You can use your action to make the object visible within 60 feet of you. As a bonus action, you can move up to 60 feet in any direction on the object, but only in that direction if you have no other means of traveling. If you move up to 60 feet in any direction on the object, its weight moves only as far as you can move it. While moved up to 180 feet, the object becomes a small, stone statue as long as that statue is within reach of you. The statue vanishes when it reaches the height of its weight. The statue vanishes whenever it reaches the height of its cover. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a vortex of magical energy centered on a point you choose within range. The vortex is 30 feet long, 10 feet wide, and 5 feet thick. The vortexes liquids and vapor, as well as causing fog, to form. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes only half damage, and the spell ends, if it occurs. The vortex is immune to all damage and can't affect others. The vortexes a portion of each creature who starts its turn within 5 feet of it and who remains within 5 feet of it for the duration. The creature can move through the vortex, albeit slowly. While in the vortex, a creature can use Strength to attack any creature it can see within 5 feet of it. If the creature uses Strength to move closer to the vortex, the creature can make a Strength check against your spell save DC to do so. A creature with Strength 5 or lower can’t benefit from taking this benefit on its turn, because it can’t benefit from stepping into the vortex. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one of the following effects when you cast this spell. You create the effect of a wand or hand held magic mote. You create a permanent object that is a hand held magic mote with a 5 inch diameter piece of wood on the bottom edge. The object has the same properties as the ones created by the wands or the hand held magic mote created by this spell. When you cast the spell, you can choose to create an effect of one of the following. A shimmering bead appears on the top edge of the wands or the hand held magic mote created by this spell. A shimmering bead appears on the bottom edge of the wand or the hand held magic mote created by this spell. A shimmering bead appears on the top edge of the wand or the hand held magic mote created by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shimmering bead lasts until it is dispelled. Enchantment. You create an effect of your choice that has the same effect as the one you created when you cast this spell. You create a shimmering bead at the bottom edge of the wands or the hand held magic mote created by this spell. The effect lasts for the duration. If you cast this spell multiple times, you can have up to three of its two effects created at a time, and you can have more than one effect created at a time. When you cast this spell, you can specify creatures or objects with which you are proficient. Additionally, you can animate objects created by this spell without harming them. If you cast this spell multiple times, you can have up to three of its effects created at a time, and you can animate objects created by this spell without harming them. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create or fill a ceiling or a wall with sound. The ceiling or wall includes an area where a creature or an object moves and is able to move, as determined by the spell’s level, within 10 feet of the point you cast this spell. A creature moves through the opening in the wall and takes the Dash action when it does so. If the creature starts its turn in the w ere side of the wall, it can repeat the attack against the last creature it moved on the move. If a creature starts its turn in the w ere side of the wall, the creature can repeat the attack against the last creature it moved on the move. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You manifest a creature’s natural weapons capabilities. You choose two types of weapons, one that inflicts bludgeoning damage and two that have a slashing or piercing damage of your choice, and you make the choice of making one of the two weapons have a 50 percent chance to deal weapon damage or have a 50 percent chance to make a weapon swing. While throwing a weapon, a creature with a thrown weapon attack bonus and weapon attack modifier can use the weapon with equal advantage. If a thrown weapon has a weapon attack bonus and a weapon attack modifier of your choice and the weapon flies into the air, you instead make a ranged weapon attack. If you have two ranged weapons , you have three ranged weapon attacks, and you have four ranged weapon attacks, you have up to two additional ranged weapon attacks made with the weapon, or you can have only one additional ranged weapon attack made with the weapon. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your mind reverts to its normal activity patterns if you are no longer within line of sight. You can use your action to dismiss this transformation and become aware of it as a mass of green light takes flight. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 10d6 lightning damage and is blinded until your next turn. As an action, you can cause the light to leap from your earthen frame up to 60 feet in a straight line up to 100 feet in a direction you chose. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You shape a sphere of negative energy that explodes when it hits anything within 5 feet of it, burning up to 5 gallons of fuel. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or take 2d6 radiant damage. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cylinder ignites when it hits anything it touches or when any propellant in the cylinder ignites. When a creature enters the sphere for the first time on a turn or ends its turn there, it can repeat the saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon an incorporeal, war-like beast of opportunity that hovers above a certain elevation for the duration. If the creature is Medium or smaller, it is Medium size and has an AC of 6 and a Str of 10, and it has AC 20 and Strength of 10, and it can carry the creature. The creature is friendly to you and your companions for the duration. Whenever the creature moves to a different elevation, it adds its AC to the attack roll for the duration, and it adds its Wisdom modifier to the attack roll (if any) and damage rolls of its other attacks. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch or utter a word, a melody, or a mantra. You can ask a creature a question or answer, or you can ask to speak to the creature. The creature can make a Wisdom saving throw, or it takes 4d8 psychic damage and half as much damage on a failed save. On a success, the spell ends. On a failure, the spell ends and the spell ends. If you cast this spell again, you can also end it using a different spell. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a sound when it strikes a creature within 30 feet of it. The sound is audible as part of the action that the creature is fighting. The creature must succeed on a Wisdom saving throw or be restrained by the spell. The restrained creature can use an action to make a Wisdom check against your spell save DC to break out and use the profane language that the spell emanates. If successful, the spell ends. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell enables you to animate objects made of leaves or a similar component that is composed of many strands of wood or stone. The animate object instantly appears within 1,000 feet of you or one hundred feet away from you, and lasts for the duration. You choose a creature’s size and make a melee spell attack against the creature with a thrown leaf or stone. On a hit, the spell produces a dire wolf, a giant anteater, a dire fox, a dire hare, a dire mastiff, a dire antelope, and a dire reaper. The dire beasts are friendly to you and your companions until you dismiss them. You can give their weapons and armor components as well as their level and the number of attacks they make with that weapon or armor component. If you cast this spell on the same creature twice, you can have both spells fail, and the spell cast on the second time fails if the creature’s speed is 0 or less. The DM might rule that a spell cast on the creature increases its speed or decreases its weapon’s ammunition's ammunition’s speed, depending on its nature and the nature of the spell. In any case, the spell creates no immediate threat to the creature or to you; it merely affects the creature and confers an advantage on attack rolls and ability checks. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell shapes an illusory image of a creature’s true nature that serves to illusionally illusionize it. The target must appear monstrous and terrifying to you, and it must succeed on a Wisdom saving throw or be fooled into thinking that doing so is impossible. An unwilling target can succeed on the saving throw automatically, though it must spend 3 feet of movement for each illusion through which the target appears in this spell's area to be genuine. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a phantom servant who is your sworn enemy. Your DM has table of contents for each target you choose that is not a creature or an object of a specific kind (such as a lich or a lich-demon warlock), and you choose a creature or an object that you can see within range, such as a torch or a lich-in-waiting. The target must succeed on a Wisdom saving throw or become cloaked until the spell ends. This cloak provides light and medium-size concealment to the target, and it expires at the end of the target’s next turn. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, you summon a phantom servant that serves as the target of the spell for the duration. Using the same slot, you can summon a phantom servant with a 1th-level spell slot of 7th level. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a sound of unintelligible origin to frighten creatures or people in range. The target must make a Charisma saving throw. On a failed save, it is deafened for 1 minute and deafened while you are within 300 feet of you. At the end of each of its turns, the target can make a Wisdom saving throw. On a successful save, the spell ends. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 1-foot-radius sphere of energy centered on a point you can see within range. The sphere has a range of 300 feet. The sphere is a solid surface that has a 50 percent chance to be flat or dappled. The radius of the sphere is 30 feet. The sphere can contain up to 120 cubic feet of air for the spell’s duration. Each cubic foot of air in the sphere must be within 30 feet of a point of your choice that you can see within range. The sphere lasts for the spell’s duration. The sphere sheds light and dim light in a 30-foot-radius sphere centered on a point you choose within range. Each instant the sphere sheds light or dim light in a 30-foot-radius sphere, you must use your reaction to see the light as it appears in the sphere. The sphere sheds no light or dim light. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical bond with a creature that you can see within range. The creature can make Wisdom (Perception) checks as a bonus action or take an action. It must do so on a success and on a miss, or both. The bond lasts for the spell’s duration. The creature knows how to communicate with you through the magic connection, and it can receive any communication with you as a standard action. The creature can also speak with you on certain forms, but only as intemperate and belligerent as this bond. If you chose to use this spell against a creature, the creature can use an action to attempt to speak with the creature for the first time on the same turn, ending the effect on itself on a success. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical statue of yourself, a Medium humanoid or smaller that you can see within range. The statue is up to 5 feet tall and weighs a moderate humanoid component. The statue can’t be more than 5 feet tall. The statue isn’t difficult terrain. The statue lasts for the duration. For the duration, the statue can’t make attacks. The statue can’t teleport, and it can’t be teleported by talking to someone else. The statue and any creature it appears in can’t be targeted by spells or other magical effects. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create an invisible, poisonous, or nauseating gas within range on a creature that you can see within range. The vapors appear in a 20-foot radius and dissipate around corners, unless a point is visible between the two. A creature that can't see the area can see the vapors. A creature that can see the area is blind or visually stunned. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a sensory effect that is audible and can be heard with your hands. You can make the effect of this sensory effect permanent or for a short time if you and your companions can agree to the condition. You can also make this effect permanent for up to 1 hour. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a sound or an image of an object that you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the sound or image to repeat itself, ending the effect on itself on a success. The restrained target can use an action to make a Strength check against your spell save DC. If it succeeds, this spell ends. While this strain lasts, you can cause the sound or image to continue to operate in the subject’s mind, even when the target is asleep. Enchantment. You touch a willing creature that is charmed, frightened, paralyzed, or helpless. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a creature that is charmed, frightened, paralyzed, or helpless. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a creature that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a creature and cause the creature to breathe fire. Make a ranged spell attack. The target takes 4d6 fire damage. The spell ends if the target drops to 0 hit points or if the spell ends. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a creature you can see within range. The target takes 1d10 necrotic damage and must succeed on a Dexterity saving throw or take 1d10 necrotic damage. On a failed save, the target takes half as much damage until the start of your next turn. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You weave together shapes into one seamless object, which can be as simple as a book, wall or a pillar. The object can fit inside a 5-foot cube or can be made of up to five feet thick. At the completion of the casting, the spell ends, and the wreathe in the object dissipates. You choose one of the following effects to cause the wreathe to flow again. If you create a simple duplicate of the wendigo spell, the wreathe in the object dissipates as described above, as well as creating a permanent illusion that the illusion is an illusion created by the spell to appear in the wreath, you must succeed on a Wisdom saving throw. After using this effect on a creature, you can shape the wreath as a simple and permanent illusion that persists until you dismiss it as an action. You can shape the creature as a temporary copy of the wendigo spell, which lasts until the creature is dispelled. When the creature becomes a creature, the creature's wreath replaces the wreath created by the wandigo spell. The creature is friendly to you and your companions. While you possess the creature, you can use your action to assume the wreath and move it along the ground, linking it to you and your movement, and making the best decision whether to move the creature or keep it tethered. As an action, you can move the wreath up to 40 feet and then release it from its tether. As an action, you can cause it to erupt into flame, which burns for 7d4 x 7d4 minutes, making it a fiery, 1,500-pound flaming rod. If extinguished within 30 days, the rod emits a strong odor like honey and burns for 1 minute. As a bonus action on each of your turns, you can command the creature to move up to 20 feet when you command it to and make a melee spell attack against a target within range. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
This spell creates a shadowy aura surrounding a creature of your choice within range. Until the spell ends, the shadowy aura illuminates the area around a target it can see within 120 feet of it. The aura lasts for the duration, and the creature can use reaction to dismiss it without dealing it any penalty. It lasts until the creature chooses another creature or until a new shadowy aura appears around a targeted creature or object. If the creature would fit in a different shadow than the one created by this spell, the creature wouldn't have this aura, and it might be affected by other spells. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A beam of radiance reaches out towards a creature within range. Make a ranged spell attack against it. On a hit, the target takes 3d10 radiant damage. On a miss, the spell ends. At Higher Levels. When you cast this spell using an attack action or a spell slot of 2nd level or higher, each target takes 3d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A deafened creature that isn’t looking sees a bright light for six hours. The spell fails if you use your spell save to detect the presence of a flash of light within 30 feet of you. When such a light appears, you can use an action to cause the light to move to a spot you choose within 30 feet of you. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Such a creature is protected by magic for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
An invisible servant appears and hovers for a moment, distorting the surrounding air to create a misty image of the surroundings. It disappears after 10 minutes. Whenever you take damage or have a weapon attack roll to cast this spell or to cast another spell that targets the servant, you can change its image so its damage is reduced by 50 for the duration. The servant can be destroyed by fire, cold, lightning, or a similar spell. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As you speak a short incantation, you create a telepathic link between yourself and a creature that you choose within range. The creature must succeed on a Wisdom saving throw or become charmed by your spell for the duration. The spell ends if you end your next turn charmed by the illusion. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell imbues a creature you touch with a tangible object can animate or appear to animate and yet be an object. You decide what objects and what conditions the creature is in possession of, or whatever is physically possible for the creature, and you choose a physical object described under "Illustrations" in the creature’s section. For the duration of the spell, the creature can animate and animate only by conditions or magical means, and you can specify creatures that would be affected by an affected creature’s conditions or physical means (such as a fire or a pit) to produce the effect yourself. If your choice is met, the creature has disadvantage on attack rolls against any creature within 5 feet of it that you can see, and it can’t be targeted by fey or divination spells. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
With a flick of your own finger, you shape a portal inside a solid object you can see within range. You choose the portal shape you choose. The portal is 10 feet wide and 5 feet tall, and it takes 10 minutes for it to collapse to the ground. Until the spell ends, a creature can use an action to push the portal up to 30 feet and then slam it shut. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You, the target, can instantaneously depart from your current plane of existence by using an action to + 1 to all out-of-body transport. The destination is a fully-explosive, mineral-rich plane of existence (up to 8,000 feet) with a 10-foot radius. The destination isguarded by a magical barrier that prevents ranged attacks from entering or leaving the creature’s current plane of existence. Casting this spell to depart from your current plane of existence creates a magical barrier that lasts for the duration. Creatures that have a magical barrier at their disposal that lasts for the duration feature disadvantage on attack rolls against you, and if the barrier is ever held against the attacker’s attack, the creature that held the magical barrier has advantage on all attack rolls against you. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You bring forth a spectral beast. Choose a Huge or smaller beast or a Medium or smaller beast. It appears gray, w ho is an aberration of the chosen size in an unoccupied space within range and is encased in an illusory construct that resembles armor with two daggers in its back. The creature is encased in a misty cloud until it drops to 0 hit points. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The creature is hostile toward all creatures of your choice that you can see within 30 feet of you. It deals an extra 1d6 necrotic damage when it hits with a weapon or a spell, or half as much damage with a nonmagical weapon. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call out to a group of willing creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, the target makes a Charisma saving throw. On a successful save, the spell ends for it. The spell ends for any number of creatures that you can see within 30 feet of you. If a creature moves into a place within 30 feet of you that is known to you as a place of temptation, the creature must make a saving throw. If the creature fails the save, it is no longer allowed to take the risk of casting the spell. To regain control of the situation, the creature must make a Charisma saving throw. On a success, the spell ends for it. Locate Beast 150 5 Hours You spot a beast within range, and it instantly appears dead and lifeless. Until the spell ends, you have advantage on a Wisdom (Perception) check made to see if the creature is dead or alive to determine if it is. If it is dead, you have advantage on the check. Whether you succeed or fail, you can see the creature you described and know it is dead as it rises up from the dead. The creature is warm and warm, with a 50 hit point maximum. It is surrounded by thick fog that prevents it moving and can’t talk. The creature sheds bright light and dim light out to 120 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a tremor that spreads across the ground, craters, or in some other physical location within 30 feet of you. This tremor spreads to 120 feet in a 15-foot radius around you, and lasts for the duration, affecting plants, creatures, and objects that you can reach within that are on the ground, within an upwelling that spreads around a 5-foot cube, or in a direction you choose. An affected plant isn’t harmed, but it is forced to move to a spot where it can no longer see you. If any creature or object moves to a spot where it can no longer see you, that creature or object takes 200 thunder damage, and it can’t take reactions until the spell ends. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause flowers to form in a part of the ground that you can see within range, either underground or on the ground. The flowers appear when a specific spell of the chosen target plant appears within earshot of the plant. The flowers last for the duration, and the plants appear when there is a significant risk that the plant dies. For the plants to last, they need to be extinguished within 30 days. If your choice is active and the fire wreaths the flowers, you can cause them to wilt and turn to stone. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure a phantom servant that takes the form of a rat, and it must follow your instructions to the best of its ability. You can use the servant as a distraction, making it flinch, to attack, or to do some other dangerous act. When the servant appears, deal 1d4 necrotic damage to it if you are fighting it or if it causes damage to another creature. If you do both, it calls a spell of 3rd level or lower, and if you give the same command to the same creature again, the creature repeats the attack and damage roll. If you give the same command to a different creature, the creature repeats the attack and damage roll. You can also issue a command to a servant made from shadows, which it does its best to follow. If you command the servant to attack, it does so, and it does so, saving throws with advantage. If you direct the servant to move so that it is within line of sight of a creature carrying out the spell, that creature must make a saving throw. On a failed save, the servant takes 2d8 bludgeoning damage and is pushed 10 feet away from you. If the creature fails the save, it instead takes half as much damage and is pushed 10 feet away from you. As an action, you can cause the servant to attack another creature with a weapon. Make a new attack roll against the same creature or another creature within 5 feet of it. On a successful roll, the creature takes half the attack and damage it took before the spell ends. The servant can attack twice, and it can repeat its attack roll twice, ending the effect on itself on a success. Finally, you can use this spell to dismiss the spell. While the servant is within 5 feet of a creature carrying out the spell, you can use a bonus action to banish it from its body. You can use this spell to animate or consume a Large or smaller creature you must touch, and you can command the creature to consume an alchemical potion. You can command the servant to cause an alchemical potion to bloom in its hand, creating a harmless potion. The potion lasts for the duration, or until you use an action to control it. When you command the servant to do something harmful to the creature, you can specify a specific course of actions that will trigger when the potion leaves its container. You can also specify a specific circumstance that will trigger when the potion finishes. The servant can be restrained, but can’t attack or attack using weapon attacks or other natural attacks, and it can’t attack or attack using a normal weapon attack action. You can direct the servant to attack another creature, or you can cause the servant to attack another creature, as the servant attempts to bite a creature in its path. You can command the servant to cause an illusory stomper to appear in its hand, appearing when the stomper occurs, and repeating this spell once before you cast it again. You can also direct the servant to cause an illusory stomper in its hand, appearing when the stomper occurs again, and repeating this spell once before you cast it again. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a ward against enchantment within range. Choose one creature that you can see within range and cast the spell on it. The spell lasts for the duration, but it also ends if you cast it on a creature other than you, if you cast it while you have concentration or if you have a casting slot of 4th level or higher. The spell ends if you try to cast another spell of 2nd level or higher on the target. If you end your concentration on the spell and use your action to put it to sleep, it w asleep and deals 3d8 necrotic damage to you. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You fill the air with gentle hums, humming along the edges. For the duration, the ground in a 40-foot radius centered on a point within range is lightly rippled and shaped as you desire. This spell has no effect around buildings, temples, or any other structure that isn’t a solid metal container. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of the undead to grant it immunity to your spells for a period of time. Choose one condition or an ability change that you can see affecting the creature’s immunity to your spells for that condition or ability change. The creature’s natural armor rating is 4, and it has a skin color of mauve blue. The spell ends for it if it has any effect that would target a creature of that color. If the effect targets a creature of the same racial or ethnic group as you, the spell ends for it. If the spell affects more than one creature, the spell ends for each affected creature. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30 foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t issue any commands while in the area, the grove guardians do nothing. The grove guardians can‘t leave the warded area. If any creature in the area uses an action to examine the contents of a warded area, the creature can make a Wisdom saving throw. On a success, the creature removes a warded area from the spell. Enlarge. You can ram up to six creatures within your reach into the mind of a creature that you can see within range. Each target must succeed on a Wisdom saving throw or be overwhelmed by the force of the urge to ram into other creatures. On a failure, the target takes 3d6 + your spellcasting ability modifier. On a success, the creature rambles away from you in a random direction and occupies your space in the target’s mind if it is within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the area you ram into increases by 5 feet, and the damage increases by 1d6. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You pull up to three chairs in one room that you can see within range. You create one of the following effects when you cast this spell: You create an illusion of another creature that is outside of its reach or within line of sight. A creature must make a Wisdom saving throw to see who is outside its reach, and it takes 7d10 force damage on a failed save, or half as much damage on a successful one. You create a strong wind that blows around a specified number of feet in a direction you choose. Any creature that ends its turn within 5 feet of the wind must succeed on a Strength saving throw or take 7d8 thunder damage. You cause up to three trees to flourish in a location within 120 feet of the wind. Each tree must be within 120 feet of the wind for the spell to manifest. You choose one or two shrubs for each effect. When you manifest, each creature in a 20-foot-radius. tree stands up and grows 3 feet in any direction, and each shrub has AC 15 and 30 hit points. If any creature moves in the area, it takes 14d6 thunder damage and can’t take reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize and shapechanger creatures of your choice that you can see within range, transforming them into beasts of burden or servants of nature. For the duration, some of the beasts are covered with armor or a shield, and any others remain lightly obscured. To a beast, this spell enables it to transform into another beast: charmed, frightened, or fey. A creature with truesight can see through this spell’s light. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the air and create the illusion of a creature within range, stating which direction you are traveling. The creature appears as a sphere, with the exception that if you have a high enough speed, its speed decreases by ¼ seconds. This spell fails if you have a high enough Intelligence score. The creature can be destroyed by force, but it can’t be separated by greater divination than this. Divination
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the air and imbue it with an air of beauty and wonder. Choose a creature within range, such as a beast, a beastlbustle, or a boar. The fey creature descends on a randomly determined nameless location within range and performs each of the following rites in the manner described above: - Feast. The fey creature devours any beast it lures into the flames or bites. - Feast. The fey creature descends on a randomly determined location within range and devours any beast it lures into the flames or bites. - Appetite. The fey creature devours any beast it lures into the flames or bites. - Appetite. The fey creature devours any beast it lures into the flames or bites. - Appetition. The fey creature devours any beast it lures into the flames or bites. - Illusion. The fey creature devours any beast it lures into the flames or bites. - Stunning. The fey creature devours any beast it lures into the flames or bites. Mantras of Healing. Choose one of the following spells at the start of your turn that performs best. The fey creature prays to the stars and is shocked when it enters a zodiac sign: Aedephal. Birthday. Night. Anhedrath. Day. Avestal. Month. Asthurth. Feast. Ashtanga. Feast. Aromantag. Feast. Asthurth. Feast. Feast. Apparition. Night. Apparition. Day. Feast. Apparition. Day. Feast. Apparition. Day. Apparition. Night. Feast. Feast.day. Feast. Apparition. Day. Apparition. Night. Feast.apparitionday. Feast.apparitionnight. Apparition. morning. Apparition. Feast. Apparition. Feast.instantaneous. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. ApparitionDay.apparitiondawn. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay, also called the fey day or the fey dawn, is a major day on which fey creatures are awakened and worshipped. In the following section, fey creatures are described in detail. You can choose a fey symbol used throughout the game as a fey spell slot, if it is available. You also choose how fey creatures appear in the game. The fey creatures that appear in the game are called the fey dragons. They appear in the Monster, Monster, and Beastial form, and they are the main focus of the game. For the sake of simplicity, a fey creature is represented as a celestial, a celestial beast as a celestial, a celestial demon as a celestial, and a celestial fey as a celestial. fey dragons fey demons fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey Feynth wrinkle fey fey The fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey Feynth wrinkle fey fey feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey fenyf y'know wha wha wha wha wha wha
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a nonliving creature, imbuing it with an illusion that allows it to assume the form of a different creature for the duration. The illusion, which can take two to three uses to flesh out, appears as a small humanoid with a facial contour to it that conveys a general familiarity with a creature of similar or similar appearance, such as a man or a woman. The illusion can be activated by attacking it, or by attacking each creature within 5 feet of it who witnesses an attack against a specific creature or group of creatures, such as a human or a unicorn, as the case might be. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or be pushed to the ground. The target also must make a Dexterity saving throw. On a success, the target moves to the appropriate spot on the creature’s person. The target then makes a Constitution saving throw. On a success, the creature moves to the appropriate spot on the creature’s person on a successful save. On a failure, the creature moves to the nearest creature of its choice that can’t be pushed to the ground. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Self (15-foot cone)
Concentration, up to 24 hours You create a sound when a creature within range treats a living creature as though it were alive. It has the same sound, but it is audible within the spell’s area. The sound lasts for the duration, but can be heard only by a creature that you choose. If the creature is a Huge or smaller creature, it must be within 10 feet of you and must make a Charisma saving throw when you cast this spell or be affected by it. A Huge or smaller creature can choose to make the saving throw against this spell's effects. On a failed save, the creature becomes deaf and blind for 1 minute, after which the blindness ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 month, and the extra duration increases to 1 year, 3 months, and 6 months. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You call forth the spirits of the dead to bring about the end of time until an end to undead undead or the destruction of time itself. An undead is a creature that can be created as an object, a construct, or a simulacrum and that is capable of enduring the end consequences of its actions as an undead, unless the end result is a living creature within 10 feet of the object being created or a creature capable of enduring the end consequences of its actions as an undead. An undead’s hit point maximum is 5d10 and its hit point maximum is 30. The undead can’t be targeted by any spell or weapon. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a spectral beast whose words you can hear within range. Your voice rings faintly in the sound, though it is hollow and indistinct. The beast is Medium or smaller, and it weighs up to two pounds. You can fit a spectral beast’s bark into a 5-foot cube. The beast must be within 5 feet of you when you cast this spell, or it can’t be. The beast is immune to all damage and can’t take reactions that would normally damage it. As an action, you can make a move to break the spell’s hold, causing it to come into your space. Choose one of the following options for what occurs immediately before the spell ends: - Bear’s roar (your choice when you cast this spell), or - Spike’s screecher, or - Spike's screech, or - Spike's gash, or - Spike’s stomp, or - Spike’s spriggling, or - Spike’s crackling, or - Spike’s writhing, or - Spike’s crackling, or - Spike’s splintering, or - Spike’s stumble, or - Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splint, or Splinter, or Splint, or Splint, or Splint, or Splint, or Splint, or Splint, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splint, or Splinter, or Splint, or Splint, or Splinter, or Splint, or Splint, or SNAPTLETARUS-INSTANT. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You choose one creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, it is deafened for 1 minute upon entering the deafened condition. This spell does nothing if the target can’t hear you. If the saving throw succeeds, the spell has no effect. If you cast it again successfully, the spell ends for the target. On subsequent attempts, the spell doesn’t have effect. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You summon a phantom that attacks the target in melee. It deals 1d4 radiant damage to the target and has reach up to reach up to 30 feet higher than normal. When the phantom’s reach higher than 30 feet, it lashes out at the target, dealing 1d4 radiant damage. The target can make a Wisdom saving throw. On a failed save, the phantom consumes 5 gallons of water and emits bright light in a 30-foot radius. The phantom can be targeted by as many creatures as you wish. If you target an unwilling creature, it makes two Constitution saving throws, taking 1d6 damage of the type you chose and ending its turn. On a successful save, the creature is killed instantly. Illusion
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You summon or shape an invisible beast to act as an entomologist. It must be within line of sight to you and must be within 10 feet of you whenever it moves. The beast can be a Large or smaller creature, a beast that attacks you (if dead), or a beast within 5 feet of you (if alive). The beast sucks up any dead or wounded living it comes across (no action required by you). If there is no dead or wounded creature within 5 feet of the beast, the beast sucks up any dead or wounded creature that isn’t within 5 feet of the beast, and it makes a Wisdom saving throw with that creature as a component. On a successful save, the beast suffers no effect while it is affected by this spell. It obeys your commands while under the beast’s influence, even if it doesn’t physically possess the creature. If the beast’s mind is disturbed, you can shape it to become friendly to you and its master for the duration. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You touch a corpse, granting you an Intelligence rating of 1. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and the damage is reduced by 1d6 until it drops to 0 hit points. If the target is holding a large, flowing vessel, or a large pile of rubble, the spell ends sooner if the vessel is moved. 60�10 Days You start to feel the effects of a spell of your choice this turn. You gain temporary hit points equal to half your spellcasting ability modifier. The amount of temporary hit points increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you cast this spell, you maintain your Constitution and you have resistance to all damage. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You whisper a magical scream at a creature within range, audible within range. The creature must make a Charisma saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You choose a point within range and cause one undead creature that you can see within range to move, appearing dumbfounded, to move unsteadily, and to lose its Dexterity (if any) or jump when it sees you. The creature must make a Wisdom saving throw. On a failed save, the creature doesn’t move and has advantage on attack rolls and ability checks. On a successful save, the creature loses the ability to move and has advantage on attack rolls against you. During the duration, the creature obeys any verbal commands that you make, but it’s unaware of any of its surroundings. The creature doesn’t leave the confines of a maw or attempt to ram you or any creature inside it, but it does so at its direction and as part of every movement it makes. During the spell’s duration, the target can make additional Wisdom saving throws to regain possession of itself and avoid this effect. When you cast this spell, you can have up to two others made with different conditions attached to it. The creatures must be able to stand on their own or be standing on cracks or other openings that are both level and wide enough for them. To do so, the creatures must be able to make a successful Strength saving throw or be restrained by an arcane restraint spell. A creature restrained by this spell makes another Wisdom saving throw at the end of each of its turns. On a success, it can use its reaction to regain control of its maw. When the spell ends, the creature has no control of its maw and doesn’t regain control of it. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a phantom limb on the ground or in a hollow space that you can see within range. The limb lasts for the duration, but it isn't visible until you dismiss it as an action or as an action by sending a nonmagical object hovering over the ground or in a hollow space within range. If you cast this spell using a spell slot of 2nd level or higher, it creates a phantom limb that lasts until the spell ends. You can also use a spell slot of 4th level or higher to create a phantom limb using an illusion spell. You create the limb by casting a spell using a different illusion slot, such as one in which you have picked up a limb, or by casting a spell that uses a different illusion slot. The limb lasts until the spell ends. You can use your action to move the limb up to 30 feet in any direction. After moving 30 feet in any direction, you can make a separate free throw with advantage, ending its turn. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a spectral servant that takes on a sort of magical intelligence as you age. The servant can take on any of the following forms, which can be changed without affecting the creature: undead, shapechangers, or mere servants. Antiposem. You change the way the creature behaves according to its nature and the direction it takes. You alter its facial features, organs, and personality, or you can set the creature to either the opposite or greater humanoid form. Any of the changes wrought by this spell create a mirror image of its natural form, at the expense of its memory and personality. Apparition. You move the creature based on the semblance it has, as determined by the DM. If you cast this spell while within 1,000 feet of a corpse, the creature is instantly transported to a different corpse on the same plane of existence, if that plane exists. If you cast this spell while within 1,000 feet of a corpse, the creature is instantly transported to an entirely different corpse on the same plane of existence. Apparation. You shape the creature into a protective shield, its whole being covered by the protective cloud. Using this spell ends any cord of attack that the creature uses against you. Using this spell to break open a trap that would restrain one creature ends the spell. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You point at one object within range, and the target must succeed on a Dexterity saving throw or take 1d8 poison damage and have disadvantage on the next saving throw until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You invoke the spirits of beasts that inhabit your space and that fit within 60 feet of you. You choose an area of terrain within 5 feet of you that you can see and that fits within the following categories: brazier, wall, cave, pit, or swamp. You invoke the spirits on each of the terrain’s five levels, up to a point you choose within 120 feet. You invoke the following effects on that terrain. When you do so, each of the spirits that invoke you has its own effect, such as burning or suffocating a creature. If you cast this spell targeting one creature, invoke the flames’s flame upon its associated weapon, sometimes using the same weapon or different weapon, until the spell ends, or until you explain how the flames work and what their properties are. The flames appear bright gray to the creature, while the weapons the creature has chosen have a torch-shaped halo that guards them. The flames shed bright light in a 30-foot radius. Each creature in the flames' area must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 10d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 15d10. When you cast it using an effect slot of 8th level spell, the damage increases to 20d10. When you cast it using a spell slot of 9th level spell, the damage increases to 25d10. Evocation
Cow of Auraly
Casting Time: 1 action
Range: 90
Duration: Transference(s)
Concentration, up to 1 hour 150yConcentration, up to 10 minutes Instantaneous You conjure up a 15 foot tall (60 foot) cylinder of stone. The stone weighs 40 pounds (10 kg) and can be made into a ball, a sphere, pail, rod, sling, javelin, spear, crossbow, sling, crossbow bolt, bow or crossbow weapon. The stone rises and drops to 1 mile square and lies completely within a 30 foot cube that can be turned into a statue using the thrown weapon power. You can move the stone up to 60 feet per day. Alternatively, you can move the stone up to 60 feet per day, until it disappears when you return to your hand. Dispel Magic Touch Until dispelled, you can use a magic spell as a bonus action to repel up to three creatures of your size or size and deal a d10 cold damage. Earthquake 300 Instantaneous A swirling mass of water descends on a point you can see within range. The area must be at least 10 feet above the earth's surface and is 40 feet in height. The area can be up to 100 feet thick and 50 feet wide. The area can also be up to 100 feet deep and 60 feet wide. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you and each object created by the spell that you designate become a sphere. The water is difficult terrain created by spells that block water in its area. The creature can make a Strength check to locate the nearest soft rock or rock that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd Conjuration
Cow of Auraly
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell makes a target immune to being frightened until the spell ends. If you cast this spell through a creature’s chest or into its stomach, the target takes 1d10 necrotic damage, and it must then make a Constitution saving throw. On a failed save, the target takes 2d10 necrotic damage. On a successful save, it takes only half damage. The spell ends if you use your action on a subsequent turn to cleanse yourself of the spell. Necromancy
Cow of Auraly
Casting Time: 1 action
Range: Creature, neutral
Duration: 30
You invoke the spirits of men who inhabit the land and its shadows to mend their wounds and prevent future generations from coming to their senses. You can manifest a darkvision up to 30 feet. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: Descriptive phrase. Roll the d10 roll. On a roll of 5 or fewer, the spell ends, and the target is knocked prone. As long as you are still drenched from the spell, the spell ends and you and the target can use special movements. A creature can use another ability to raise its head to the sky, which doesn’t provoke an attack of opportunity. A creature can use an action to try and rise again to the top of its maximum height. A creature regains a number of hit points equal to half the spell’s expended damage as it remains where it is.
Duration:
Conjuration
Cow of Auraly Divination Cow of Auraly EvocationCow of Auraly
Casting Time: 1 action
Range: Instantaneous
Duration:
You create an invisible barrier of energy, 5 feet in diameter, that lasts for the duration. Until the spell ends, a creature is pulled up to 5 feet higher on the ground if its Strength is 3 or lower. When a creature starts its turn in the area, it can make a Strength check against your spell save DC. On a success, it can move up to its speed so that it is no longer restrained by the barrier and can use reaction, using a bonus action to try to break it. Evocation
Cow of Auraly
Casting Time: 1 action
Range: N/A
Duration: 1 Hour
You cast this spell on yourself or another creature, and you gain a +4 bonus to AC and AC saving throws for the next day. Conjuration
Cow of Auraly SelfCow of Auraly
Casting Time: 1 action
Range: Self
Duration: 10 Days
You create a vortex of blue energy in an unoccupied space of your choice within range. You can affect the vortex by creating a beam of radiance that extends from your hand and then spreading it across the ground within 30 feet of you. As a bonus action on each of your turns until the vortex appears, you can move the vortex up to 30 feet. When it moves, roll a d20Odds of getting hit (your choice). If you are successful, the vortex is broken and you lose sight of your concentration and are restrained by it for the duration. You can use another action to break out of the vortex, and then repeat the attack Against your choice of creatures. On each of your turns, you can use a greater restoration action to break out of the vortex. If you do so, you take 1d12 radiant damage and have total cover against one creature within 30 feet of you. If you do not, another creature is blinded while in the vortex, and it makes a Wisdom saving throw to take 2d12 bludgeoning damage (if you are in the vortex). The vortex can tightly secure you against melee attacks, but when it does so, it frees you from the vortex and releases a harmless cloud of blue energy in a 30 foot radius around you. Evocation
Cow of Auraly
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
For the duration, a celestial, an elemental, or a fiend beast within your reach can’t be seen or heard. The spell ends for you and your companions if you dismiss it as an action and they become familiars. For the duration, a celestial, an elemental, or a fiend beast within your reach has disadvantage on attack rolls against creatures other than you. Evocation
Cow of Auraly
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You point your finger at a target within range, spreading your magic to reach into its space and exert its will upon it. The target must succeed on a Wisdom saving throw or be charmed by you for 1 hour. You can also choose to cause the target to become frightened instead. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
A sphere of radiance radiates from you, centered on an unoccupied space you choose within range. The sphere moves with you, remaining centered on you when you cast this spell or until you spend half your action concentrating on it. Until the spell ends, you can use a bonus action to raise the sphere by one foot, and it moves with you as an action. Finally, whenever the sphere moves within 5 feet of you, you can ram the sphere into the ground to cause severe damage. If you reach higher levels, you can ram the sphere up to 20 feet higher than normal. In addition, whenever the sphere moves within 5 feet of you, you can ram it into the ground to cause large boulders to topple down. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can ram the sphere up to 10 feet higher than you used to ram the same space. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
This spell creates a faint, intangible gust of wind that disperses creatures of your choice within range. You choose a point within range and move with it, remaining centered on it (as the melody makes it). You can use your reaction to move one creature up to 20 feet in a straight line, stopping if it breaks any of the following: Your body weight determines how slowly you move. If you are moving at 70 pounds per hour, you take no damage, and you gain no temporary hit points. Your head movement determines how fast you can move your head. If you are moving at 60 pounds per hour, you take no damage, and you gain no temporary hit points. Your tail movement determines how fast you can move your tail. If you are moving at 50 pounds per hour, you take no damage, and you gain no temporary hit points. You can use your action to create an audible boom, which sounds the same as the wind in your direction. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A phantom spirit appears and hovers for the duration in an unoccupied space within range. The illusion lasts for the duration or until you use an action to dismiss it. When the illusion appears, any of your enemies that can hear it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. While the illusion is in motion, you can use an action to dismiss the illusion with disadvantage. When the effect ends, the illusion is destroyed. Enchantment
Cow of Auraly
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell creates a vortex of air above an area within range, moving in a horizontal line perpendicular to the floor (see 6.1 for details). You can fill the vortex with flowing air that spreads around corners and perpendicular to the floor. The air in the vortex can’t be more than 5 feet wide at the time of casting and spreads around corners and perpendicular to the floor. In addition, whenever a creature moves into or out of the vortex, it takes 2d6 extra damage of the type you chose for the attack, type, or object it dons. Transmutation
Cow of Auraly
Casting Time: 1 action
Range: Small
Duration: Instantaneous
You create one of the following creatures within range… Creatures that beguile or seduce you, or that offer you a way to make you want to kill them. As a bonus action on each of your turns until the spell ends, you can speak a short message aloud from the grave of one of these creatures to gain entrance to its grave and receive a small piece of your soul. For the duration, a soul inside the grave can’t be bonded to a creature and can’t be taken or possessed, sold, or otherwise exchanged for another creature’s soul. The planks used to create this spell can’t be duplicates of any existing one. Once set, these duplicates can’t be restored to the grave until the spell ends. The soul of a creature created by this spell can’t be sent to the grave unless you have studied the creature for 30 days. The duplicate can take up to three actions, which are based on its current equipment rating. It can take any action that causes it to be paralyzed, poisoned, or killed, or it can use its action to create new ones. An unwilling creature that wishes to retain its current equipment can attempt to use the spell on it, returning it to its current form (if it isn’t currently equipped with it) and returning it to the spot where it died. The spell can’t leave the corpse if you have it and if you use your action to do so. You can’t use this spell while stunned, deafened, or blinded. Abjuration
Cow of Auraly
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You imbue a creature that you can see within range with an audible whistle sounds of a creature of your choice within range. You choose the whistle as your main communication tool. Using it as described in the whistle spell deals an extra 1d10 lightning damage to the target and deafens any other creature within 5 feet of it. Transmutation
Crackling claus / “““‧“„Crackling claus
Casting Time: 1 action
Range: 10 Days
Duration:
You unleash a magic beast upon another creature whose challenge rating is equal to or less than the creature’s level or lower. The target takes 7d6 necrotic damage, and the creature must spend at least 1 hour of rest to regain expended health. The spell ends if you use your action on a later turn to cleanse a creature of all poison and reduce its level by an amount equal to twice the level of your current level. The spell’s damage increases by 1d6 when you use your action on a later turn, and you heal the creature whenever it takes damage or if it dies. Necromancy
Crackling claus
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You beseech the spirits of your home for aid. Coming home from work or school has many benefits. First, you can provide everything you need for the duration of the spell, including food and water, for one guest to eat. If the guest is a creature, it has resistance to poison damage, and it doesn’t take damage from poison damage. Second, you can compel the spirits to perform a task that would result in its death within 30 days of the casting of this spell. The task could be a task that would result in a creature’s death, a task that would result in a creature’s defeat, or a task that would result in a creature’s imprisonment. The DM determines whether the task is likely to be performed by testing whether the task is actually performed. If the task would be performed by a creature other than the target, the creature that performed the task must be of age and standing at least 5 feet away from you. If the task would be performed by a nonmagical creature, the creature must be within 30 feet of you when you cast this spell. If the task would be performed by a creature of this type—such as a wizard, summoner, or barbarian—you must succeed on a Wisdom saving throw or suffer a fateic curse. Enchantment
Crackling claus
Casting Time: 1 action
Range: 10 minutes
Duration:
A shimmering, ghostly figure appears above a certain location and lasts for the duration—for example, you can find it in front of a certain building, a certain hall, or somewhere in between. It appears in a location and lasts for the duration. While you are invisible, the figure can see through you, even when you are directly above it, and it has the statistics of your choice in the favor chosen by you. In addition, if you cast this spell while invisible, the illusion has advantage on saving throws against its duplicates, which have disadvantage on attack rolls against you. Conjuration
Crackling claus
Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 1 minute
You create a shimmering object on the ground that is 10 feet square and that is 80 feet tall. The object appears 10 feet above the ground and remains there for the duration. The object can be an object made of metal, stone, or wood, or it can be an object made out of any material. The illusion can be activated by causing a creature to fly into a burst of flame, for example. Illusion
Crackling claus
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a vertical tunnel beneath an area of stone or mud using up to ten pounds of stone or mud per day for each 10 pounds of stone or mud you use. The tunnel lasts for the duration, and the ground or the floor of its area becomes difficult terrain until cleared out. Any creature entering the tunnel when the tunnel appears must make a Strength (Athletics) check against your spell save DC to appear on the affected surface in the nearest unoccupied space. There is a 5 percent chance when an affected creature enters the tunnel that it is charmed or abused (determined by the creatures charm), it makes a Wisdom saving throw, and when it does so, it takes 2d4 radiant damage (the DM has the creature charmed condition). This spell has no effect if the creatures charm, abuse, or steal metal or stone. When you cast the spell or use an action to mentally command a creature you have arranged, the creature answers your questions inaudibly. It might reply in a whisper, a whisper as soft as a lullaby, a whisper as thick and firm as a blanket, or it might utter a cryptic phrase, a whisper that has no meaning and only creates annoyance in the speaker. Once answered, the magic of the creature is broken and the creature is driven to madness. The spell ends if it is used against the creature or if its magic is broken in the same way as your concentration in regard to this spell. Transmutation
Crackling claus
Casting Time: 1 action
Range: 10 minutes
Duration:
You create one of the following effects during a casting of this spell. You can cast this spell anywhere on the ground or in a ceiling, provided that you have cast it on the ceiling. You can animate one object on the ground without impaling it or using it to erect some sort of arch, for example. You can animate one object created by placing a ring or an illusory finger within an arch, as long as it is up for grabs. You can animate a minor object created by placing a finger inside an object created by placing a finger between two objects. You can animate one creature or several things created by placing an illusory finger within an object created by placing a finger between two objects. You can animate a nonmagical plant or a nonliving object created by placing an illusory finger within an object created by creating or casting a spell. You can animate a large or medium object created by placing an illusory finger within an object created by creating or casting a spell. You can animate a creature, a plant, or an object created by casting a spell, as long as it is within a certain distance of you when you cast the spell and has the correct materials and tools’t damaged. Transmutation
Crackling claus
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You call upon the spirits of living beings to aid you in fighting for the kingdom of the dead. For the duration, you have advantage on Bluff checks and ability checks. A creature can’t be charmed or frightened by you. Conjuration
Crackling claus
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
A sphere of bright light appears in an unoccupied space that you can see within range and lasts for the duration. When the sphere appears, a pillar of cloud—called a crescent—crashes down on its target, centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage, and it is blinded for 1 minute. On a successful save, blinded creatures are unaffected. Any effect that removes a blinded creature from the spell fails if it currently lasts or if the creature is on the same plane of existence as the spellelem or the target. An affected creature can use an action to make a Wisdom saving throw to regain control of the spell. On a successful save, the spell ends. Illusion
Crackling claus
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A shimmering sphere appears at a point within range and lasts for the duration. The sphere is opaque and has a covered area. Any creature or object within its covered area can see through it and instantly recognizes one of the creatures as its patron. The shimmering sphere appears for the duration. Any creature that can see through the sphere’s area can see through it and instantly recognizes it as the creature’s patron. The shimmering sphere is a solid, transparent object with a weight of 1/2 ton. When exposed to cold light, any creature or object within the area can’t have affected by the spell can’t have made an Intelligence saving throw, and such a creature can’t speak a single word until it uses a different language. While exposed to the cold light, a creature can’t use movement, food, or drink while in its area. The sphere remains for the duration. If a creature ends its turn in the sphere’s area and moves through it, the creature can make a Wisdom saving throw. On a failed save, the creature is ejected from the sphere and is trapped in it. If a creature enters the sphere for the first time on a turn or ends its turn there, the creature is pulled there and is momentarily restrained (contained within the sphere) but doesn’t have to move. This restraint allows the creature to move out of the sphere and into another unoccupied space within 30 feet of it. A creature can make a Wisdom check against your spell save DC to release the restrained creature from the spell and regain full movement. A creature also has an increased likelihood of succeeding in a melee attack against a creature within 30 feet of it. Evocation
Crackling claus
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours
This spell grants a creature with an Intelligence of 2 or lower a b e the ability to understand illusory messages from an unknown entity hovering above the floor. The creature can produce a message either by making a Wisdom (Perception) check against your spell save DC, by speaking to the entity aloud, or by seeing through a glyph created by an illusory message cast by you. The creature can't understand what is written in the message unless you have the glyph or have sent the illusory message through a glyph created by an illusory message spell. Illusion
Crackling claus
Casting Time: 1 action
Range: 120
Duration: Instantaneous
A shimmering apparition of ice springs from your hand and appears to be hovering just above the ground. The ice appears to be composed entirely of Grimm. The water disappears when the apparition exits. The water is water, meaning it has the mass of sand and has 6 feet of reach. No matter how hard you push it in a direction, the water remains within 6 feet of you and doesn't move. The water can be difficult terrain. To a creature moving toward you, the water looks like a cloud and can appear dry, foggy, or as a cloud of thick fog. While in the water, a creature can take the Dash action and move up to 5 feet in any direction while also being restrained by the water. The water doesn’t leave a restrained creature’s space, only returning to it when the creature has turned and is no longer within 5 feet of it. After it safely escapes from the water, the water returns to it's original location and remains there for the duration. An uncontrolled water beast can use its action to make a Strength or Dexterity check with you that reveals it is uncontrolled, and then makes the check against the spell’s saving throw DC. If you succeed, you cause the water beast to swim away from you, allowing it to swim away from you to either side of the water’s surface. The water can move at least 30 feet each time it uses its action to move up or down. When the water uses a move action to move through a portal leading to another portal open by the water’s breath weapon, it does so with advantage. When the water uses an action to move across a pit or pit floor, it does so with advantage. When the water uses an action to move across a ceiling or other supported structure, it does so up to 10 feet, if it is falling. When the water uses a movement action to move across a space occupied by another creature, it does so up to 30 feet and moves with the creature to the nearest solid surface, such as a wall or a ceiling. Finally, when the water uses an action to swim across an object furrowed in snow and then dry, it does so as part of its normal movement. You can use a bonus action to cause the water’s motion to count against its own, and it uses this bonus action to do so. When you use this bonus action, you can make a melee spell attack with it against a creature you can reach (your choice which is on the ground or over the ground). On a hit, the target takes 2d6 bludgeoning damage, and you get up to 10 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 8 hours without spending any extra effort. Conjuration
Crackling claus
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You cause a crackling crack in one creature's chest. Each creature that starts its turn within 120 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The crack causes a crack to form in the creature’s space, which must be within 60 feet of you. The crackle and crackle of the crack can be heard through the creature’s bedroom or at the door to the northeast corner of the room. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 20 percent for each slot level above 3rd. Evocation
Crackling claus
Casting Time: 1 action
Range: 12 Hours
Duration: 2 Days (up to 10 days)
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Crackling claus
Casting Time: 1 action
Range: 12 Hours
Duration: 3 Hours (until death)
You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by all of the affected creatures until the spell ends. The spell ends if the target is charmed, frightened, paralyzed, or otherwise affected by the affected creatures. The target can use an action to make a Wisdom saving throw or take 2d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation
Crackling claus
Casting Time: 1 action
Range: 150
Duration: 24 Hours
Concentration, up to 10 minutes While climbing onto your back, you can make a throw that sends a Medium or smaller creature flying. If you missed the throw, a flying creature lands on the ground in a z of D 5 percent chance per 1,000 feet you move across the sky. If you land on a hill or a precipice, a Huge or larger creature that made a jump attempt lands on that hill or precipice on a trajectory that is 60 miles per hour (43.4 miles per hour)—30 feet straight. While in the air, the creature is deaf and blind but is also physically and mentally capable of making a successful one-handed grab. On each of your turns before the spell ends, you can use a bonus action to cause one of the following nonmagical ranged attacks to pass before the spell ends: Ranged weapon attacks made against you have disadvantage on the attack roll. Ranged weapon attacks made against you have disadvantage on attack rolls against you. You have resistance to light damage. You possess the capacity to create fissures in the earth beneath your feet. You can open them, close them, fill them, and reshape them in any way you choose. The planar cracks created by the fist or other planar forceps have a 5-foot diameter and a 20-foot-radius extending crack that fills a 20-foot cube. Any creature that starts its turn in the crack must succeed on a Strength saving throw or be knocked prone. - If you use your action to attempt to crush a creature that is in the center of a crack, you can crush the creature no lower than 1 foot deep. If you do so, it suffers a 20 percent chance of crushing it (if you cast this spell on the creature, it can’t be compelled to make the saving throw). If you use your action to make a melee attack with a weapon that is not its quiver or that is not centered on it, you can use your action to make the attack again, without spending the action. If you make an attack roll with that weapon in its quiver, the weapon’s damage increases by 5 percent, and if the weapon has more ammunition on it, it’s ammunition capacity increases by 20 percent. If you make a melee attack roll with it in its quiver, the attack deals an extra 5 percent damage of its type, and the DM makes the attack roll with the quiver. Conjuration
Crackling claus
Casting Time: 1 action
Range: 150
Duration: 24 hours
You conjure up an object made of writhing mass. The object explodes in a 5~foot cube centered on that object. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained while you cast this spell. Reducing a creature restrained by the spell to 0 hit points causes it to fall to the ground and gain 20 ft./level of stability. Until the spell ends, you can use an action to move the restrained creature up to 20 feet in a straight line toward you. The creature must use Strength for the move, which must be used both defensively and offensively. If the creature is already restrained by the spell and then uses an action to make a Strength of 5 or lower (the creature’s choice), the creature falls. The restrained creature can use either action to take m saving throw or use its action to make a Strength of 10 or lower (your choice), taking 14d6 bludgeoning damage. The spell ends if the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 100 or fewer. Abjuration
Crackling claus
Casting Time: 1 action
Range: 150
Duration: 6 hours
A group of undead creatures emerge from a dead body of water and appear within range to form. The group lasts for the duration or until a condition is met. The condition can be any of the following: - Your body temperature drops to -5 C (- Minute), - Your temperature drops to +5 C (- Minute), - You make a Constitution saving throw and are immune to fire damage, cold damage, and psychic damage. Darkness (x100 radius) Self (10-foot radius) Concentration, up to 24 hours Duration: Concentration, up to 1 hour Your magic radiates magical light that blocks line of sight and emits dim light in a 5-foot radius. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute and is deafened for 30 minutes. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is blinded for 1 minute and deafened for 30 minutes. A creature with a high Wisdom (Insight) score can detect a sign of magical darkness on a nonmagical object within 5 feet of it. False Life Self (30-foot radius) Concentration, up to 1 minute Choose a creature you can see within range. You can see through walls up to 30 feet long, as long as 60 feet wide, and up to 30 feet deep. The creature can’t be charmed, and any creature that isn’t charmed can’t communicate can’t speak. The creature can’t attack or take any action that would move target to a different creature. Divination
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shimmering green beam of brilliant light flashes from your pointing finger. Each creature in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage, and it can’t benefit from this spell again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A shimmering substance falls to earth, forming a wall of force that lasts for the duration. Your steps are difficult terrain. Choose one creature that you can see within 5 feet of you and that can’t be attacked, but that doesn’t have any movement. That creature makes the first attack roll it makes with a weapon attack against the wall, and it automatically makes the attack roll with that weapon against the wall. On a hit, the creature takes 1d10 force damage. You can use your action to create a magic circle on the ground in a 5-foot radius around the wall, and the magic flames expand to cover the entire area. You can create up to twelve such circles or in any direction. In any of those circles, you can make a Strength or Dexterity check. If you are trying to cast a spell, roll the same roll as you for each circle. For example, a 4-foot-radius circle could be created by making a Strength check against your spell save DC. For every 1d10 x 4,000 damage you cause at the start of each of those spells, you also lose 1 extra mile for that spell. Transmutation
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Flame-like heat pours out of a Huge or smaller solid object in range, creating a 300-foot-radius sphere centered on that object. Each creature that starts its turn in the sphere must succeed on a Dexterity saving throw or take 1d10 radiant damage. If you cast this spell using a spell slot of 2nd level or higher, radiant damage also increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You burst out of nowhere, crashing onto your back against the wall you were standing on. You succeed in grabbing onto your friend’s shoulder, and then fly away in a burst of lightning-like energy as you do. On a successful save, you instantly return to your normal form. You appear in a different plane of existence than the one you entered, appearing in a place that you can see and that is within 5 feet of you. That place is bright, airy, and filled with life. You gain the benefits of any temporary mind-affecting effects that apply to you after you cast this spell, as long as those effects don’t persist for 1 hour. Finally, you have resistance to all damage except psychic damage. Transmutation
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy
Crackling claus
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You strike the mind of a creature that you can see within range, attempting to compel it to perform a mental act that would result in its death. The target must make a Charisma saving throw. On a failed save, the target is bound to perform a mental act that would result in its death on a successful save. The spell ends if you cast this spell again, if the creature recovers from the bind, or if you end your turn more than 30 feet from the target. Enchantment
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration: 1 HourDC 20
1 Round 1 Hour AC 30 2 Hours ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
A thunderous boom erupts from a point where a creature isn’t within range. Each creature within 5 feet of the point must make a Constitution saving throw. On a successful save, a creature is hurled 3d6℃ away from the point where you cast this spell. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s first effect activates when a Tiny, nonmagical plant within 5 feet of the point of impact crushes the nonmagical plant and creates a 40-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d6 for each slot level above the 2nd. Evocation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
You create a spectral weapon of your choice that can hit up to three creatures of your choice that you can see within range. The weapon starts as a sling, and has a range of 60 feet. The weapon can’t take attacks until it is no longer in use. As part of your casting of this spell, you can use a sling of your choice to make a sling of your choice. You can make more than one sling of your choice. Each sling has a different effect. For example, a sling of your choice that creates a sling of 5 feet long can’t create a sling of 30 feet long. A sling of your choice that creates a sling of 20 feet long can’t create a sling of 30 feet long. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of sling points you create increases by two for each slot level above 5th. Evocation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
In this spellbery pit, lurid creatures and undead fill a 15-foot cube that you can see within range. Any creature that ends its turn within fifteen feet of you is pushed 10 feet away from you. Any creature that ends its turn within 10 feet of you is pushed 10 feet away from you. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates and consumes one Huge or smaller fortress’s defenses, or one such wall, if the creature is Huge or smaller. It lasts until the middle of your next turn, and it grows larger than normal until the start of your next turn. When it does so, it creates a protective cube on the ground within 30 feet of the walls, that is, it constructs a piece of ground within 30 feet of the fireplaces, and then it blasts the fortress wall apart. It destroys any barriers, spell barriers, or any other obstacle created by the fortress wall, and it might cause any fire or earth below it to puff up when the spell ends. Thus, a fortress made of the wall can contain up to two humanoids or several dozen creatures. When the spell ends, the wall disappears, and the magical force that protected it dissipates. If any creature other than you is within 30 feet of it, that creature creates a magic circle centered on it that lasts until the end of your next turn. This magical circle is a place entirely dedicated to the god or deity you choose. It contains a magical seal on each of its doors and a tiny pocket containing a wand that grants it attunement to a different object created by the spell. When you cast this spell, you can have the enchantment broken and any magical barriers destroyed. Finally, if you cast an action and put the wand back into the magical circle, you needn’t break any of the barriers, spells, or magical liquids within it. You can‘t create a barrier on the ground, or within a chest on the floor. Divination
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a vortex of magical energy that defends against attacks of opportunity. The vortex moves 30 feet directly above an affected area of your choice within range. Until the spell ends, a target is blinded for one turn if it is standing in the vortex and must make a Wisdom saving throw. If it fails, the spell ends, and the spell ends the vortex instantly and with a low roar. Any creature that moves into the vortex must make a Wisdom saving throw. It must then immediately return to the vortex for the full duration, if possible. If the vortex is full, the creature is restrained and takes 5d6 acid, cold, fire, lightning, or thunder damage damage, and the creature is blinded for 1 turn If the creature is still restrained, the creature either sheds bright light in the vortex or uses blindsight into the vortex. The creature doesn’t take the penalty for dim light and darkvision out of this spell. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a warp in the fabric of reality that temporarily blinds all who enter it. A creature must make a Wisdom saving throw. On a failed save, it can't speak, cast spells, or take any other action. A creature can cast spells, activate magic items, cast magic items from within the web, and do some other magical or mundane act within 30 feet of it. A creature can cast these spells up to 120 times by using one of the wisps of armor or the thrown item. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration: Touch
You touch a construct or a creature and choose one of the following options: Reduce the area of bright light, dim light, and darkness in a 20-foot radius sphere centered on a point within range to 0. The sphere is opaque, which prevents vision of the affected creature. If you reduce the area to 0, the sphere becomes difficult terrain until cleared. If you choose darkness, you cause the darkness to spread to its fullest extent. Bright light in the area spreads to dim light in the area. Light in the area causes drowsiness, open doors and windows in its area, and dark, dim light pouring out of shutters in its area. Cold light in the area spreads to light outside it. Thick, cold air in the area spreads to warm air in it. Thick, cold air in the area causes cold damage. Cold damage occurs if a creature or a solid object being damaged is lifted or carried by a creature, if it survives a fall or a break in its fall, if it takes any damage, or if a creature steps on a cold surface on the surface. Thick, cold air in the area causes fire damage. As a bonus action, you can move the area up to 30 feet in a straight line, keeping it entirely still. While the flame remains, you have advantage on attack rolls against creatures that aren’t being worn or carried. Illusion
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You break free from the confines of your prison cell. You can’t speak, cast spells, or do anything else dangerous to the prison that requires a prison escape. You vanish from your surface and appear at the edge of the prison wall, where you appear as an illusion for the duration. When you use your action to do so, cause a pit burst of blackness, a ripple of power, or a stroke of luck against a creature within your reach that uses either movement or attack action, you take 3d8 scorching damage. You can exit the pit at any time, making a ranged spell attack against that creature. On a hit, the creature takes 2d12 fire damage and must make a Constitution saving throw. This spell’s damage increases by 2d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You construct a wall of water that fills a 20-foot-radius, 20-foot-deep pit. The wall is 60 feet in diameter and 20 feet high. You can move the wall up to 30 feet in any direction. The wall can be partially or entirely blocked by a structure, a floor, or a wall of stone or stone conduit. The wall is 25 feet in height and weighs 5 pounds. The wall can't be more than 20 feet thick or more than 30 feet high. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a bolt of lightning that strikes one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 lightning damage per 100 feet that you travel. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a Large, wood-framed structure on the ground that bears your name. The structure consists of a floor, walls, a roof, a fireplace, and a stone-spire. The stone-spire extends above the ground and extends horizontally. The structure can be up to 50 feet tall and can hold up to eight people. Any creature that starts its turn in the floor or outside the structure must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage (your choice when you cast this spell). The stone-spire also extends below it, raising it from the earth. A creature can enter the structure by stepping out of the top floor, which requires a Strength of at least 25 feet and a Strength of at least 30. The structure is furnished with shelves, a cooking pot, and other cooking facilities. When the fire ignites, any food or goods stored inside the shelves and outside the fire's area are destroyed. When the water within the fire reaches 50 feet deep, it rises again to fill the water level. There is a 20 percent chance per round for a creature who starts its turn in the fire's area, or an elementalist of the chosen creature type (such as a fey, fey demon, fey wizard, fiend, fiend killer, fiend hunter, or fiend seer), that its food and equipment are destroyed. The fire ignites flammable objects created by spells or other magical effects that are not on the ground or within reach, and they dry up instantly. A creature who ends its turn within 60 feet of the fire in the area or within 5 feet of it when it deals its total damage to it does so before it must spend the action to extinguish the fire. Evocation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical crackling sound that lasts for the duration. The sound is audible by creatures of your choice that aren’t within 5 feet of you. The sound is centered on a point within range. The sound must be at least 2 feet away from you, and up to 10 feet away from a creature that isn’t within 5 feet of you. The sound must be at least 20 decibels high. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a warp in the fabric of space where no one has yet stepped before and must now rely on the aid of magic to maintain order in an otherwise chaotic place. Choose up to ten creatures within 5 feet of you in ascending order. You choose one creature that is no more than 5 feet tall and that can’t be charmed. You create a warp in the fabric of space, where creatures of a kind you choose can’t pass. Each creature in ascending order must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature who would normally be affected by a saving throw made by you becomes affected by two other spells of the same level that have no effect. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or transform one humanoid you can see within range. The transformation can be instantaneous or as long as your concentration allows. If the target is undead, it becomes an undead creature, and the transformation lasts until the target stops trying to enter the area or if you cast the spell. You can perform any of the following tasks for the target, who has a Hit Dice of 2d8 and isn’t incapacitated, upon waking up and before it can cast any of its spells. You can make any of the following magic items for the target; spells and other magical effects. The creatures’s equipment can’t be damaged or turned into weapons. Equipment that prevents attacks from targeting the target (such as a staff or a siege axe) or casting spells targeting it (such as an antimagic field or a remove curse spell targeting the target) reduces the target to a state of lethargy and makes it prone. Weapons imbued with a harmful effect used against the target (such as the curse used to banish a fey or to crush a lich) or triggered by a creature’s Strength or Dexterity check (such as when the creature cuts off its hand or uses its action to defend itself against a being of that alignment) reduce the target to a state of shock. Armor imbued with divine trinkets (such as protection from death or the power to drain life from a creature), if worn by a creature’s hit points, inscribes a message about the creature’s demise on the creature’s forehead. Clues that lead to the creature’s defeat or its resurrection spell (such as a message from the dead or resurrection magic item) or the casting of a casting spell (such as a mark or prophecy spell) fail to materialize. Divination
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You pull yourself up beside four giants who are standing by a rock. You choose within range a glyph of opportunity. Each foe within 10 feet of the glyph for each of your turns (or 5 feet of movement) would succeed on a Strength saving throw and have its maximum Hit Points enlarged by 5 feet until it is no larger than a Large creature. Alternatively, you can cause a bolt of lightning to leap from one foe to the opposite side of the glyph, either horizontally or vertically. If you do, your second bolt deals 5 lightning damage to that creature (if you have it, the second lightning bolt deals 5 lightning damage to the first foe). If you have both, the second lightning bolt deals 10 energy damage to the first foe. If you have both, the second lightning bolt deals 30 energy damage to the first foe. And if you have neither, the second lightning bolt deals 50 energy damage to the first foe. For the duration, these bolts deal an additional 1d6 lightning damage to the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the initial +1d6 damage increases by 1d6 for each slot level above 2nd. Evocation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
Your magic quills erupt and lash out at magical creatures within range. Each creature that ends its turn within 10 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage and takes 2d6 radiant damage (if you cast the spell again before the damage has expired, the damage isn’t reduced or reduced by this spell again until it finishes its turn again being affected by it). On a successful save, the creature takes half the damage and doesn’t take half as much damage). Whenever an affected creature uses its action to cast a ranged spell, the spell creates a 10-foot line of shimmering energy that moves with it, centered on the spell’s duration. If you cast the spell over a short period of time, the shimmering effect lasts for the duration. When the shimmering effect ends, the spell ends, and the area of the shimmering cracks, crevasses, and other holes in the ground drawn inwards. The ripples created by the spell can be difficult to track, and they can’t pass through walls, doors, or any other protected area. When you cast the spell over a long period of time, the ripples last for the duration. The spell damages objects in the area, but the duration doesn’t restrict you from concentrating on one of the following effects: Transmute stone construction materials into stone tools or structures, by removing half the material from one creature of your choice that you can see within range. In doing so, you create two identical pieces of stone, creating two razors for each creature who can see you. The razors don’t need to be carved, shaped, or fabricated from stone, so long as they mirror the shape and material of the object you’re casting the spell. They also don’t need to remain in place for the duration. If you create four razors in one season, the razors take up to six weeks to complete before being replaced by the two pieces of stone you’re removing. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Hour
Duration:
You send a shockwave like a storm surge over a target that isn’t on the same side of the barrier as the wall. It passes through barriers made of ice, fog, and fire and ignites flammable objects in its path, as well as through openings in barriers made of earth or stone. When a creature enters a portal created by a portal effect, and as a bonus action on your turn, you can move along the portal until the spell ends or another creature enters the portal. You can direct any number of Medium and smaller creatures that are within 60 feet of the portal to go along with you. As an action, you can direct any creature entering the portal to move to a different creature or jump along a different creature’s path. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 Mile
Duration:
This spell lets you crush a foe into pieces. Choose one creature that you can see within range and step onto its body as a bonus action on each of your turns for the duration. That creature must succeed on a Strength saving throw or be pushed 10 feet away from you in a random direction within 5 feet of you. The creature is pushed and is killed instantly. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 Mile
Duration:
You attempt to stomp on one of the following things at the point you are closest to a creature or one of its senses:
Crackling claus
Casting Time: 1 action
Range: 1 Mile
Duration:
You implant a bubble of magic in a place within range that is within 10 feet of it. The bubble disappears when the spell ends. When the bubble occurs, a surge of energy, equal to 1d4 + your spellcasting ability modifier, erupts from it, dealing 20d6 lightning damage to any creature within 5 feet of it and dealing 50 lightning damage to any creature within 5 feet of it. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration: 10 minutes
You can use your action on one creature you can see within range to make a ranged spell attack. On a hit, the target takes 10d6 bludgeoning damage. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
1 minute You create a magical chain of force that extends from the bottom of your hand to a point that you can see within range. You choose one of the following possible points for the chain: You can make an extradimensional jump from a point you can see within range up to 30 feet up to the point you created the chain of force. The chain is strong enough to crush a creature within 5 feet of it. The target must succeed on a Strength saving throw or take 5d8 necrotic damage and be pushed to the ground in a 5-foot-radius sphere centered on your hand. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the area of force increases by 10 feet for each slot level above 5th. Transmutation
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
A giant hand emerges from the ground and crushes a creature. The hand moves across the area and blocks all movement. The hand ends if you reach into the ground or if you are wearing a sling. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
A serpentine beast appears in an unoccupied spacesed area within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature’s tail ends at a point within 120 feet of it. The creature must make a Dexterity saving throw. On a failed save, it frees itself and every limb it holds for the duration, or it takes 3d6 psychic damage and half as much damage on a success. If the creature can’t regain any health or is diseased, the creature frees itself and every limb it holds for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
Describe a creature within range. The creature must use its reaction to determine what kind of creature it is or is not. The creature can’t be charmed or frightened. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
You create a roaring clump of stone that is 5 feet long and 1 foot high. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful one. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can’t take more than one of the damage types listed below. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
You create a wall of water on solid ground, 40 feet long, 10 feet tall, and 2 feet thick. The wall is 1 mile across. You can make one slam attack against the wall. You take 1d6 cold damage, or half as much damage if you can see through the wall. You must be in the room where the wall creates the water or else it can't be moved. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 minute
Duration:
You form a sphere of ice and flame to form a 4-foot cube with a 50-foot-radius sphere centered on its point of origin. You can create one cube by striking it with a sling, or by using a sling to dig it out. If you do so, you must first make a ranged spell attack. The spell ends if you cast this spell again. Conjuration
Crackling claus
Casting Time: 1 action
Range: 1 Round
Duration:
You throw a Large or smaller object (a ceiling, a stool, or a bowl) into disarray and hover in the air for a moment. The object explodes, rolling aside and falling to the ground if it is within 30 feet of the center of a solid surface or within 30 feet of a solid surface with a surface covered by a sheet of sheet metal. When you cast the spell, you can specify any number of nonmagical objects you think are magic items as each explodes with a 5-foot radius. If you roll a 5 or a 6, you create a magical trap in the object. You must use your movement to move the object and stop within 5 feet of it. Each time you do so, create a new magic trap, using the same statistics as under the spell. While the object explodes, an audible alarm is raised to ring out when something goes wrong while you are casting the spell. Evocation
Crackling claus
Casting Time: 1 action
Range: 20
Duration: Instantaneous
Your hand touches a willing creature, touching it and granting you a bane for life. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. When you cast the spell, you also deliver a bane. It lasts for the duration, or until a target is subjected to an effect that makes it incapable of saving throws. When you deliver the bane, you create a nonliving object that has AC 15 and 30 hit points, and it falls prone. To move the bane, you use your movement to cause a creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, it reverts to its previous form, which it must now inhabit. It makes this saving throw at the start of each of its turns. It takes 14d6 slashing damage on a failed save, or half as much damage on a successful one. Necromancy
Crackling claus
Casting Time: 1 action
Range: 300
Duration: 1 Hour
A vortex appears in space as you choose centered on a point you can see within range and spreads around corners. A creature takes 8d6 bludgeoning damage when it enters the vortex, and a creature that enters the vortex for the first time on a turn or ends its turn there takes 6d6 piercing damage. The vortex creates a burst of magical energy that lasts for the spell’s duration, and creatures can be sucked into it when necessary to escape the vortex. A creature that starts its turn in the warded area with disadvantage is pushed ten feet closer to the vortex and is restrained. If a creature moves closer to the vortex than the creature can move, that creature must use its movement to move toward it and has advantage on all Strength and Dexterity saving throws. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create a magic clank on one creature that you perceive as being within range. The clank is a magic circle that appears in space and lasts for the duration. You can use your action to dismiss the clanking noise as an action. It emits a deafening sound and ignites any flame within its line of sight. When you cast this spell, you can have the clank sound for 1 minute at a time. You decide what sounds to make and how the noise behaves. You can create the sound by rubbing your hands over your head. A soft knock at the door closes it. You make the same choice with regard to whether you create the noise or an auditory response. Both sound different and can affect you and your creature companion. When you create the noise, you communicate with your creature companion, who can hear you perfectly, as long as the communication takes place outdoors. Transmutation
Crackling claus
Casting Time: 1 action
Range: 30 days, up to three years, free of charge. You create a gateway to a secret destination, a chamber or a lair for the living within which you can cast spells without first being a creature of the destination realm. You choose the password for the gateway’s password, which is determined by the lich. It can be as simple or long as you prefer. Once the spell ends, the gateway disappears, and spells used to open or close it are wasted. At the conclusion of every 120 days for a year, or a schedule that is nearly exact, the gateway disappears. A lich can no longer open or connect the gateway. The spell ends. If you cast this spell again, the magic consumed by the gateway is consumed and the spell ends early on any creatures that enter it or that use it enter the gateway without expending their spell slots.
Duration:
Divination
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
For the duration, a creature of your choice that you can see within range or that can hear you must make a Wisdom saving throw. A creature can make the saving throw using only its intellect, and the target can take the saving throw against the spell’s damage type. On a failed save, the target also suffers an uncontrolled movement speed penalty of 10 feet. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell primes beasts for combat and allows them a melee attack, weapon attack, or both with each other, as well as the triggering ability of their weapon. Each creature that can’t afford a ranged weapon attack during this spell’s duration must succeed on a Dexterity saving throw to use this spell. On a success, the creature can use its reaction to attack the creature with that weapon. On a failure, the creature uses its reaction to attack the creature with that weapon. At the DM’s option, the creature chooses a different weapon during its next turn. If the weapon attack fails, the creature instead takes 3d8 slashing damage, and it takes only half as much damage to the initial attack and no damage to the weapon damage type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and weapon damage increases by 1d8 for each slot level above 1st. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You create a Large explosion of crackles in a location you specify within range. Choose one creature that you can see within range. A crackling sound can be heard at the start of each of its turns, and up to five creatures of your choice that can hear you have a defensive sound effect. When the crackle sounds, make a ranged spell attack. On a hit. the affected creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 bludgeoning damage, and it can’t attack you until its next turn. It can also use its action to try to break the spell’s locking spell against you. It takes a hit on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts created increases by two for each slot level above 4th. Conjuration
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You pull the threads of a cursed potion from a target creature. A target suffers one of the following effects when it is used to fill a 5-foot cube: 1. When you make a ranged spell attack for the first time on a target within 5 feet of the target, you can use your reaction to use a bonus action to cause the target to make the same attack twice as often as normal. The target takes 4d8 damage of the first type when it attacks you. The spell has no effect if the second type of damage type is the two-part damage type, or the casting time of the spell is less than 10 minutes. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Your body springs into action as a reaction to provoke an attack of opportunity. You automatically succeed on a spear attack versus one against a creature within your reach. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You seize the attention of a stranger who is within range for an entire day. He or she is expected to appear innocent until proven guilty, and he or she is expected to appear as innocent as possible. The DM rolls d 100 and consults the table. Familiarity//Mishap//Similarity/Similarity Familiarity Name Description 1. Doe No. 2nd-4th century Ayleid witches and wizards began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity Name Description 1. Doe No. 2nd-4th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 3rd-5th century Ayleid witches and wizards began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 4th-6th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 5th-8th century Ayleid witches and wizards began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 6th-10th century Ayleids began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 7th-15th century Ayleid witches and wizards began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 8th-21st century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 9th-26th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 10th-24th century Ayleids began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You shatter the bones and flesh of a creature that you can see within range, causing it to grow darkvision to a minimum and deafening armor to it. The target must make a Wisdom saving throw. On a failed save, it also loses access to its equipment and becomes blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration
Crackling claus
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You throw a rock or a small object at a target that you can see within range. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites objects in a 60-foot radius centered on that target. A successful save means that the spell ends. If the target is struck by another spell or by another spell of equal or greater level than your level, the creature is pushed up to 10 feet away from the target. If the target is struck by a nonmagical spell or by a spell of equal or higher level than the slot you used, the creature is pushed to the left of the target and must make a Dexterity saving throw. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation
Crackling claus
Casting Time: 1 action
Range: 30
Duration:
You create a cacophony, audible from your space. If you are within range, your voice is so strong that it creates audible rumbles. Each creature in a 10-footradius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d8 thunder damage and is pushed 10 feet away from you with disadvantage on the save. The save DC is 10 + 4/wizard level. You can also cause the sphere to shatter, sending it crashing down. In addition, whenever you cast this spell using a spell slot of 3rd level or higher, a 20 foot radius sphere centered on a point within range erupts with flame, causing it to become a pyrotechnic effect, crackling flame that emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, you can freeze the pyrotechnic object in place while it is being subjected to this effect. An icicle-like shape appears around the item at the start of your trip and lasts until it drops to 0 hit points. When the bled appears, the creature or people it r Free View in iTunes
Crackling claus
Casting Time: 1 action
Range: 30
Duration:
You seize the life of one creature you can see within range. The target takes an action and must succeed on a Strength saving throw or take 1d6 necrotic damage and take half as much damage from falling 300 feet or less. For the duration, the target has resistance to both damage and necrotic damage. When the target drops to 0 hit points, it dies. A corpse of an unwilling creature or a part of an unwilling creature is also trapped, making it an especially dangerous target for traps and undead. A creature so trapped can’t open or close its eyes or speak, become deaf or dumb, or become paralyzed, poisoned, or stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy
Crackling claus
Casting Time: 1 action
Range: /330-414 days Non-magical
Duration: /300-301 days Non-magical
/120-120 days Non-magical /300-301 days Non-magical /120-120 days Non-magical /300-301 days Non-magical�数野者的表猬情耛工到方式。 At the end of the first 5 floors, a large wooden throne rises from the floor that opens to reveal a large throne room. The back is decorated with different lights throughout the place. Up in the throne room are three pillars with swords in them. The front of the throne is decorated with different weapons decorated on the throne. Each one with a different weapon. The front is decorated with different colors and weapons decorated on it. On the back there is a desk. The desk can be opened and the weapons stored. It is a throne with four legs and all the weapons. The back of it has a large wooden table with a door on it. There is also a small window with two small windows on the opposite side of it. The wooden throne is decorated with different colors and weapons. On the throne is a large window with two small windows on it. There is also a small window with two small windows on it. The sword racks are decorated with different weapons filled with different arrows. There are also different wooden staves which can be opened with a single push of a button. The sword racks have a different pattern on them. There are also different wooden staves which can is opened with a single push of a button. The sword racks have a different pattern on them. There are also different wooden staves which can be opened with a single push of a button. The back of the throne room is decorated with different lights. It is decorated with different weapons decorated on the throne. There are also different wooden staves which can be opened with a single push of a button. The tablecloth is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The wall is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The bridge is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The stairs are decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. There is a large window with two small windows on it.
Crackling claus
Casting Time: 1 action
Range: 3rdlevel restoration
Duration:
You invoke magical magic that makes up for lost time. Until the spell ends, you have a telepathic link with one creature within 30 feet of you that you can see. The creature can be anywhere on the same plane of existence as you, and of the number of creatures that you can see, there can only be one created at a time. For the duration, the target can make a Wisdom saving throw. On a failed save, the target takes 7d6 necrotic damage, and it remains unconscious for the spell’s duration. When you cast this spell, you must use a different creature’s truesight. Instead, you can cast the spell on a creature of the same truesight as you to create a minor illusion, as described in the Minor Illusion chapter of Pathfinder RPG Bestiary, that is, a false portrait of a creature standing in its presence, pointing at a figure it doesn’t know. If the creature is ever present at the time the spell is cast, it disappears, and any traces of its memory are destroyed. If you cast the spell on an illusion that takes damage, the spell ends. It doesn’t, and the illusion doesn’t know whether it survived the spell, and it takes 7d6 necrotic damage for every 1d6 levels it has been affected. Necromancy
Crackling claus 3rd-level transmutationCrackling claus
Casting Time: 1 action
Range: 4 months
Duration:
Transmutation
Crackling claus
Casting Time: 1 action
Range: 4th level
Duration:
You create shimmering orbs of light. Each sphere of magic energy centered on a point within range is about the size of an adult human hand and springs into existence at the ready, creating vortexes of magical energy centered around the portal at the DM’s discretion. A vortex is an area of swirling magical energy that you can see within range. At the DM’s discretion, you can create a single vortex at any time, opening a gateway to an entirely different plane of existence, opening a portal to another plane, or opening a gateway to another dimension that isn’t there. On each of your turns for the duration, you can use one of the vortex powers to move a creature that enters the vortex, moving from one vortex to the next. The creature must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Conjuration
Crackling claus
Casting Time: 1 action
Range: 5 Days
Duration: 0.5 lb./1.8 kg (1.6 lb./1.6 kg)
1.8 Days (2-day duration) 1 Hour (2-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 2 Days (2-day duration) 2 Hours (2-day duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration)1 Minute (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration)1 Hour (1-minute duration) 1 Hour (1-minute duration)
Crackling claus
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You don’t need to take any actions while you teleport, and you disappear instantly from the current location if it is no more than 120 feet away from you. Transmutation
Crackling claus
Casting Time: 1 action
Range: 5 minutes
Duration:
You create a sphere of flame that's 60 feet in diameter and 5 feet high. The sphere must be at least 8 feet in diameter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere increases in height in a 10-foot cone. For each of the 5-foot-wide cubes created by this spell, you create a new cube, if it isn't already. Conjuration
Crackling claus
Casting Time: 1 action
Range: 5
Duration:
One creature of your choice that you can see within range and within range of a Large or smaller creature becomes deaf and dumb. For the duration, that creature must make two Constitution saving throws, taking 9d8 damage of the type you chose and being frightened. On a failed save, the creature becomes frightened while trying to cast a spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 10 Days
This spell creates a magical portal between two dimensions and creates an illusion of your presence through an illusion. A portal seems to appear where a creature (typically a creature you choose that isn't visible to the naked eye) is in a certain location, such as between rooms or inside a certain area, within 30 feet of a specific creature or within 30 feet of a specific creature within 30 feet of a specific door or wall. The portal is harmless, and creatures can enter it normally, or construct doors or passages that are both locked and partially opened. Creatures that don’t see or hear the portal can only speculate as to how it works, and its location and contents are determined by the creature using the illusion. A creature that uses its reaction to see through the portal can use its action to try to enter the portal. When it does so, it makes a Wisdom (Perception) check against your spell save DC to leave behind no trace of its presence or where it originated. Otherwise, the creature is transported to an unoccupied space created by the portal. If you create a portal for the first time on a creature you target, that creature can use a bonus action to launch a spell of 2nd level or lower that spells only target that creature, as described below. Alternatively, you can cause the portal to open to reveal a chest pocket created by placing a shortening sheet over a creature’s head and using a bonus action to open it. Otherwise, the portal opens to reveal a trinket slot, chosen item, a mundane or magical item that is worn or carried by a creature, or a staff with which a creature would normally attack you. If you create a portal for the first time on a nonmagical object created by a portal spell, that creature can use its action to create a temporary portal that remains open for the duration of the spell. The portal can be made from a soft tissue substance (such as a woolen or woolen fabric) or a strong magical substance (such as stone or wood) that lasts for the duration. If you cast this spell multiple times, you can create the same portal once, four times, or up to ten times. When you cast a spell of 3rd level or lower that requires a different portal opening, it creates the same temporary portal and dismisses the spell. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 10 minutes
A magic carpet springs into existence on the ground that you choose within range. You can move up or down this carpet, creating a vertical span of 100 feet in each direction that you choose, and creating vertical bars extending from the ground up. Each bar must be 10 feet in each direction, or you create a horizontal barspan of 15 feet in each direction. The vertical span keeps a pace with the movement of your walking weapon, and you can maintain the maximum amount of movement a weapon can make when used in this way for the duration. You can also maintain an entirely different vertical span by using a new vertical span created by sliding a normal surface over it. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 10 minutes
In this spell of shattering pain, a target is rendered helpless after being hit by an attack of opportunity. A target suffers no agony. The pain lasts for the duration, and increases as your Intelligence and Wisdom increase. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 10 minutes
The wall of fire erupts from a cube of stone in a 15 foot cube on a side. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. The wall ignites flammable objects in its area and ignites flammable objects that aren't being worn or carried. Each creature that ends its turn within 15 feet of the wall must succeed on a Dexterity saving throw or take 1d6 fire damage. For the duration of the fire, and for every 1d6 fire damage done to a creature within 15 feet of the wall, the creature adds 1d6 to the damage of any one spell of the spell. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A crackling crackled across the stone at an unoccupied space dedicated to the service of the Word Bearers, and a crackled crackling crackled across the stone at another unoccupied space dedicated to the service of the Word Bearers. Each creature in a 20-foot radius sphere centered on the crackling crack indicates whether it is on the path of a creature of your choice that is also within range. Each creature that fails to move within the crackling radius for the first time on a turn or starts its turn there on a straight path must next automatically move at least 5 feet behind the creature. If it does so, it must succeed on a Strength saving throw or take 1d6 piercing damage and have its armor’s natural armor automatically dispelled. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
An unarmored creature is hurled into a rage that turns it into a roaring monster for the duration. You choose the form of the creature so that it appears calm, composed, and unaffected by nature. The beast looks like a regular humanoid, with dark brown hair, brown eyes, and pointed ears. As a bonus action, you can launch the raging beast at its target. If the beast’s speed is less than half that of the target, it falls. If it has a flying speed of 120 feet, it flies at half the speed of light. During the creature’s flying speed, it can perform simple ranged and spell-like attacks, as normal, but it spends its action to make a melee attack with a weapon or to make a weapon attack with any weapon that it uses normally. The creature can perform actions and use its action to make weapon attacks or to make an attack from behind the target. The creature can make Constitution saving throws at the start of each of its turns, ending the effect on itself on a success. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A rock rises from the ground and explodes beneath it. Every creature within 5 feet of the rock when you cast this spell must succeed on a Strength saving throw or be pushed up to 10 feet to a side aisle on your side of the wall. You can push a rock up to overcome the wall’s walls. When you do so, it ignites flammable objects made of metal or stone that aren’t being worn or carried. A strong wind (10 miles per hour) can disperse the flammable objects if its distance can’t be crossed. The flammable objects go unburned and can be destroyed as fire damage rolls (10d4+ damage). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d6 for each slot level above 6th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Flames race across rooftops at night from corners or walls of your choice that you can see within range. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Each creature or object within 5 feet of a point you choose must make another saving throw. On a failed save, a creature can’t use its action to move to the farthest edge of the sphere from where it died and immediately takes 3d4 fire damage. While the flame is on the ground, creatures and objects are restrained, and they make a Dexterity saving throw. On a successful save, the creature isn’t restrained and safely moves to the edge of the sphere until the spell ends. A creature restrained by the fire can use its action to make a Strength or Dexterity check against your spell save DC. The creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your damage increases by 1d6 for each slot level above 6th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates an invisible barrier against the elements. A barrier composed of two thin sheets of thick, invisible force springs to a point within range and disappears within a minute. A barrier made of metal or stone is covered with a transparent garment that remains for the duration, shedding harmful light in the area for one hour. A barrier composed of stone or an acid-based barrier is magically insulating against the elements for the duration. When a barrier is created, each sheet of force in it functions as if it were covered by a barrier of any sort. Creatures and objects created by spells, or created by such effects as attacks, spells, or effects, pass through the barrier, even if their movement isn’t directed at the barrier. Any creature or object who uses an action to move its movement to succeed on a Dexterity saving throw or jump through the barrier is unaffected. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates an odd and magical magic circle in your space. Any creature that ends its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand to protect mankind. Whenever possible, you and any creature within 60 feet of you whenever possible take no actions or take no actions that would cause a creature to become frightened. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a pillar of water in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 splash damage on a failed save, or half as much damage on a successful one. An explosion of flame appears on the ground at the point of impact, burning any dirt or burning fuel within. The fireball spreads around corners and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a shimmering mist between the two creatures that lasts until the spell ends. The mist spreads around corners, forming a horizontal path that travels along the ground, up and down one creature’s leg, up and down one creature’s leg, and so on. The creature can enter the mist and remain there for the duration. When the mist spreads to its closest creature, it forms a horizontal pillar of ice on the ground within 10 feet of it, which it can move across as a sort of crossbow line, creating an opening for it to fire its weapon. Until the spell ends, you have advantage on weapon attacks and attack rolls against the creature, who has his or her hit point maximum and who can cast spells. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the mist spreads to all creatures within 5 feet of it. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a vortex outside a Large dome, 5 feet in diameter and 5 feet high, centered on a point you choose within range. The vortex can travel up to 30 feet in any direction along an unoccupied 5-foot-radius, 10-foot-high cylinder. The vortex is harmless and lasts for the duration. Roll initiative for the vortex and determine its area of effect. The temperature in the vortex is 40°C. The vortex is large enough to contain multiple humanoids or ten humanoids or ten humans or twenty-five humans. The vortex creates 10-foot squares on each side that are 20 feet square. Each of these squares must have at least one face that is adjacent to a creature face. Each square is 20 feet on each side. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional vortices on each of your turns for each slot level above 3rd. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell makes an unwilling creature immune to all the effects of your wish spell for the duration. You decide how the target treats its creatures. Creatures that have a wish category of one, two, or three aren't affected by this spell. If an affected creature wishes something to happen at the same moment that an affected creature wishes something to happen, the affected creature treats that wish as if it were a wish spell. That creature can do nothing more than follow the target to the nearest safe location and doesn’t necessarily need to go there to do so. The creature doesn’t need to go through a particular part of the sky to go there. Alternatively, if you have the wish category, the creature can go where the sky is, but the creature can’t go more than 30 feet directly over a target hidden by clouds. If the creature w ho places a wish spell on a target hidden by clouds, the spell creates a hazard on a 5-foot radius, 10-foot high cylinder that the creature must move through before it can do anything except w ho that spell. The hazard has no effect if you control at least one other creature with the spell. If you control at least two other creatures with the spell, the spell creates an hazard on a 5-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. The hazard has no effect if you control at least two other creatures with the spell, the spell creates an hazard on a 6-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. The hazard has no effect if you control at least two other creatures with the spell, the spell creates an hazard on a 7-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
With a single touch, you create a magic cord that extends from a point you choose within range, forming a portal to another dimension. An aberration of reality closes the portal, shifting reality to your side. Any creature or object it passes is somehow affected by the spell, even if it isn't within reach of any of the spells or spells requiring concentration. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You choose three objects arranged within a 40-foot cube. An object can be an empty container, a sphere, a cube, a disk, or even a chunk of stone. An object is a piece of magic that magically affects nothing except you and that lasts until the spell ends. If you cast the spell again to finish casting another spell of 2nd level or higher, the object is no longer a magic object and it disappears. An object can be restored to an unoccupied space that you can see within 30 feet of it, provided that it isn’t there yourself. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a large statue of a deity that you can see within range and then teleport it to a place where it will be. Any creature that you touch must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage and must use its reaction to regain hit points. On a successful save, a creature takes half as much damage, and it is no longer charmed by you. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a roaring lump that becomes fissiful as it grows larger and stronger. Whenever you cast this spell in the past 24 hours, or whenever you cast a spell using a spell slot of 6th level or higher, the lump shrinks to 3 feet in diameter and becomes hostile toward anyone who starts the spell there. While it is hostile to creatures other than you, the lump can’t come into contact with creatures other than you. Any creature that can attack the lump but doesn’t have a protective magical shield on it can’t attack the lump. When the lump appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d6 piercing damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The magical shield and the creature’s pet are unaffected by this spell. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You point your finger and feel how a creature perceives it within range. That hand moves almost as fast as your fingers, and it disappears when you dismiss it as an action. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic increases the likelihood that a creature you choose after making a melee attack against you will succeed in one of the number of successes it makes when you cast the spell. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You transform a Large or smaller creature that you can see within range. The transformation lasts for the duration, or until the target falls unconscious and can’t hear you. The transformation creates a magical bond between the creature and you, and the creature can pass as one with you. The creature takes 10d8 temporary hit points for each slot level above 1st. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 mile
You create a burst of magic within range. Choose fire, thunder, lightning, or thunder storm energy. Choose lightning. When the spell creates the phenomenon, each creature in a 5-foot cube within range must succeed on a Dexterity saving throw or take 5d8 thunder damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 minute
2 hours (Instantaneous) Instantaneous (2 hours at a time) You create a magical spell within range. You can use a bonus action to cause the spell to be cast on a creature you can see within range. If the target is within 5 feet of you, the spell ends. The target can make a Wisdom saving throw to make the saving throw again. The spell ends on a successful save. On a failed save, the target takes 4d8 radiant damage and is blinded until the spell ends. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create an airship that you can see within range, centered on a point you can see within range. The airship can carry up to 10 passengers. Each person within the airship must make a Constitution saving throw. On a failed save, the person takes 2d6 thunder damage and must make a Strength saving throw. On a successful save, the airship is engulfed in flames for the spell’s duration. The flame dissipates in a 10-foot cube centered on that spot, and the creatures within it must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire extinguisher damages all creatures in the airship for 1 minute. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A shimmering portal appears to the north of you at a point you can see within range. This portal sucks up to six creatures and ooze them into the portal, which lasts for the duration. The portals are made of magical energy that can be neutralized by dispel magic. A dispel magic cast on a creature releases the portal, and a dispel magic cast on a creature releases the portal, but not both. A dispel magic cast on a creature takes place within 10 feet of the portal, and the spell fails if the portal sucks up to six creatures and ooze them into the portal. Illusion
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 HoursDC 12
Concentration, up to 1 hour This spell creates magical objects that can be interacted with by a creature of your choice that you can see within range. A creature can use a bonus action to make a ranged spell attack. The creature must succeed on a Wisdom saving throw or take 5d6 piercing damage and be pushed 5 feet away from you when it makes the attack roll. The spell remains on for the roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Enchantment
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell allows a creature that lifts something or uses force to move up or down on a flat surface by two or three inches for every twenty feet it takes to move. The spell takes effect when a creature moves more than twenty feet horizontally from another spell of the same level on the ground or when a creature moves more than one hundred feet from the spell’s edge. If the creature is moving in a direction such as up or down stairs or on the ground, the creature must make a Strength saving throw. If it fails, the spell ends. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You call forth magic from your fingertips to shape a creature’s destiny. Choose a creature of Medium size or smaller within range. You transform it into a creature of Medium or smaller within range. It becomes immune to all damage, and when you transform it back to the ethereal plane, you transform it into one of the following benefits: - Your voice rings with the booming of shutters and doors - You cause plants and other creatures to tremors and others to panic, saving creatures and creatures possessing sensitive senses from crushing injuries. - Your words can fill a creature’s nightmares - You cause simple words, written in hieroglyphics, to travel across the mind of a creature that you can see within range. The creature is so frightened by your spells that it willingly steps outside the spell’s radius and enters the spell’s plane. While inside the spell’s plane, the creature is affected by all otherworldly terrors as well as your own personal demons. The creature is surrounded by flames, entangling vines, and impaling creatures that make it vulnerable to falling damage. The creature is attacked and paralyzed while within its spell’s radius. When the creature drops to 0 hit points, it is teleported to a different plane of existence and disappears. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You call magical energy from within to create a beam of magical energy that falls down and remains within 1 mile of you for the duration, gaining temporary hit points equal to twice your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, you can direct the beam at one creature of your choice that you choose that is within 5 feet of the source of the spell. If the creature takes damage when it strikes the beam, the spell ends. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 24 hours
You invoke the semblance of a creature created by the spell, shaping it for the duration as a zombie. The demon has advantage on attack rolls against creatures that aren’t undead, such as undead and zombies, or creatures that aren’t under the effect of the warding spell on them, if that spell would normally target a different creature. The demon is friendly to you and your companions for the duration. Roll initiative for the demon, which has its own turns. It moves with you, responding to your words, pointing out behavior, and acting on your turn. When the demon reaches the top of its range for the first time on a turn or starts its turn there, it makes a Wisdom saving throw. On a failed save, the demon makes an attack roll with one of its weapons, instead of its normal two lines. On a successful save, it makes a different attack roll with its weapon. If it makes a successful save, you decide whether the attack deals damage or not. (Your choice at the start of each of your turns until the demon’s full size is determined.) The demon ignores armor and other nonmagical armor to the extent that you are incapacitated or can’t move. As a bonus action, you trigger a powerful entangle action to permanently eliminate harmful armor and weapons from the demon’s reach. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can animate two additional zombies for each slot level above 5th. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 4 Hours
You create a shimmering orb of flame inside a 5-foot cube centered on a point within range. The orb remains for the duration, and the orb explodes during the duration. Any creature that starts its turn in the area and touches the glowing creature must succeed on a Constitution saving throw or take 1d10 radiant damage, and it ignites a crackling rod of acid damage arrow or throwing throw created by the spell. Until the spell ends, you can use an action to deal 3d8 acid damage to the orb by using an extra action to replace the 1d8 damage. The orb ignites when it hits anything it touches, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you pass quickly enough, you can extinguish the orb’s flames with a simple disuse spell, creating a shimmering torch within 30 feet of it. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 5 Days
Concentration, up to 10 minutes A creature enters a space within range for the first time on a turn or an object that is within 60 feet of it. The space is an unoccupied space for the duration. The space is a space that the spell can’t be used to create. Any creature in the space that made a successful Strength check (or a Dexterity saving throw made) with this spell ends its turn there. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You create a Large, wood-melted portal into a Large, underground chamber within which a lich appears. The lich disappears when it drops to 0 hit points or when a white marble pedestal collapses on top of it. The portal opens into a labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine path Necromancy
Crackling claus
Casting Time: 1 action
Range: 60
Duration:
8 hours You create a spectral creature of your choice that can hear you and can’t be seen. The creature must be within 30 feet of you when you cast this spell. The spell’s radius is 30 feet. The spell ends if you cast it again. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A shadowy figure appears in a space of your choice that you can see within range, appearing to be an undead or an constructs creation, such as a maimed wight or an undead that uses hit points below 1. The shadowy figure disappears when the spell ends, if it has one. A shadow appears in one of the space you can see and lasts for the duration. If you cast this spell multiple times, you can have a shadow appear in any of the places you choose, and you can dismiss such a casting as an action. An affected creature must make a Wisdom saving throw against the shadow before it can attack you. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A sphere of blue energy springs from your hand, centered on a point you choose within range. The sphere lasts for the duration. If you cast this spell during your next long rest, you can target a different sphere within the same turn or the next morning. The sphere counts as one object created by this spell. It lasts until you use your action to dismiss it. When you do so, throw it at an unoccupied space that you can see within 5 feet of you. If it fails to fire a critical hit, create any hazard, or both, it explodes. If you cast this spell while you can see a sphere, you must finish a long rest to do so. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature or object within range to cause an uncontrolled scream. The target must make a Constitution saving throw. It takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. For the duration, the target can make a Constitution saving throw against another spell of 2nd level or lower. On a successful save, the spell ends. If the target makes another saving throw at the end of its turn, the spell can no longer affect it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a shimmering, shimmering object within range that lasts for the duration. Your spellcasting ability is contested until the spell ends. When you cast this spell, you choose one of the following effects for each slot of this item’s normal and proficible effects. You automatically resolve all nonmagical verbal and physical damage between you and the object, as well as the triggering event (called a triggering event), if that trigger occurs within the last minute. If you cast this spell over a longer period of time than usual, you can maintain your concentration on it for up to an hour. If you cast it again, this spell ends for it. If you have a magic item that can be restored to a creature hit by a triggering event, the item is no longer affected by it and the spell ends for that creature. For example, if you have a magic item that can be restored to a creature hit by a triggering event that would normally end its turn, this spell ends for it; however, if the item is restored to an object hit by a triggering event, the object is no longer affected by it and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a sphere of radiance centered on a point within range and centered on it for the duration. The sphere extends into the space where you cast the spell, and it sheds bright light in a 40-foot radius. When the light diffuses into other things, such as through cracks in walls, trees, or in places on the ground, each creature that is affected must make a Constitution saving throw. On a failed save, the affected creature can’t use reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 10 days for each slot level above 6th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical crackling orb on the ground within range. Choose one creature that you can see within range. A Huge or smaller creature can’t be targeted by this spell and instead must make a Charisma saving throw. On a failed save, the creature becomes invisible and has disadvantage on attack rolls against you until the spell ends. Whenever you cast this spell, you can also target a Large or smaller creature. For the duration, this spell has no effect on the creature. If your size is short, this spell also makes the creature invisible. When you use this spell to cast an ability check for a creature, you issue the ability check as normal. The check fails if the creature’s speed is 0 or if magic can’t stop the creature’s movement. If you succeed, the spell ends for that creature. If you fail, the spell ends for that creature. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an invisible wall 90 feet in diameter and 10 feet high toward a point within range. The wall lasts for the duration, and it sheds bright light in a 40 foot radius and dim light for an additional 40 feet. Anything it touches emits a static sound, as well as cracking and cracking against your spoken commands. The wall lasts for the duration, if you use its verbal component. If you use its action to speak a message, you can specify a simple but powerful musical instrument that resonates with the wall, sending any creature within 10 feet of the wall (including you) into a rumbling rumbling rumbling. Each creature that starts its turn in the wall’s area must succeed on a Dexterity saving throw or take 6d6 force rousing damage. The wall appears and lasts for the spell’s duration, if the wall’s area is occupied. If you cast the spell multiple times, you can have at least one affected target permanently blinded, deafened, nauseated, or stunned, or you can create a temporary alarm at the start of each casting of the spell, at the scene of a melee attack, or at the start of your next turn. You can also create a new temporary alarm using the healing produced by the wall. When you cast the spell and make a melee spell attack, the spell that creates the alarm deals an additional 3d6 force damage. On a hit, the target takes 4d6 force damage. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a shimmering portal between two points within range. You can open the portal by creating one of the following two effects within range. You can open the portal by dealing 3d6 thunder damage to the portal, or by leaving it open to fire. The portal is 5 feet wide and 5 feet tall. A door or other entrance leads to a different part of the portal, which must fit within a 5-foot cube. A waypoint points to an unoccupied space open to a celestial or nonmagical creature, as determined by the portal’s creator. If the portal’s entrance is more than 5 feet wide and a waypoint points to an unoccupied space open to a celestial or magic creature, then that creature must take 4d6 Strength damage on a failed Wisdom (Perception) check to enter the portal. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You invoke the semblance of a creature to take control of yourself, or to create an illusion of a creature you can see within range. You choose the illusion as its target, and any effect that would target it (like the warding spell or the distraction spell) allows you to exclude the target from targeting spells and from using spells or effects that target the target. This spell doesn’t resolve if the target is a humanoid or an animal or if the target is undead. Instead, it constructs a new form and transforms into your new form. When you transform, you choose the same form as before, instead of the original creature’s original form. Once you transform, you lose your original form. Once you lose your original form, you regain hit points equal to half the amount of hit points you already have. The spell ends if you cast it again or if you use a different spell slot to restore hit points. Finally, the creature disappears into shadow, or the shadow disappears immediately before it can reappear. When you cast this spell and as a bonus action on your turn, you can release the shadow for the first time on each of your turns until the spell ends. Illusion
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon up to ten smaller creatures within range. Roll a d4 and add the number rolled to the creature’s challenge rating. If you roll a 5 or a 6, the summoned creatures are Medium or smaller and are under your control. Roll twice more on the same roll, or choose a number of creatures that you can see within 30 feet of each other that you can see within 30 feet of each other. The summoned creatures are friendly to you and your companions. Roll three more times on the same roll, or choose a number of creatures within 30 feet of each other equal to twice your proficiency bonus. The creatures each suffer one die, and you can use your action on each die to reduce the creatures number of creatures by one until the spell ends. Each creature loses half its Hit Dice and is immune to being frightened. It also gains a flying speed of 60 feet. If you cast this spell while you are incapacitated and can’t cast another spell of 3rd level or lower, the spell ends. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose an area of stone, metal, crystal, or wood with a hardness equal to half the cube‘ of fire as your spellcasting ability for the duration. You can form a protective dome over the area, either above or behind the substance to ward against the elements. The dome lasts for the duration. You decide what kind of dome it forms, and when, and how heavily it protects you. Each creature in the dome must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, which extinguishes the fire in the area. On a successful save, it takes only half as much damage. In addition, if the fire in the area spills over into other magical flames, the creature takes no damage, and the creature doesn’t have to make this saving throw. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a beam of lightning on a large solid surface within range. The beam spreads to a point you can see within range, centered on that point. The area has 60 feet of ground, 50 feet of water, and 30 feet of rock. The area can't be more than 30 feet wide. As a bonus action, you can cause the beam to go up to 10 feet in any direction, centered on a point you can see within range. If you hit a creature, it must make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. You can use your action to trigger the beam, which lasts for 1 minute and can be triggered only once if you are within 5 feet of it. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You form an inverted sphere with a 90-foot radius around it that lasts you the spell’s duration. You can use your action to move the sphere up to 30 feet in any direction along its body, and it can’t leave the spell’s area except upward. It floats in the air and remains so for the duration. When the sphere hits 11 or higher levels, it explodes. A spinning cylinder of smoke fills the space inside the sphere, which has the force of 10 pounds of TNT. When a creature drops to 0 hit points, the cylinder ignites, and the sphere sheds bright light in a 20 foot radius and dim light for an additional 20 feet. When a creature moves into or within the cylinder for the first time on a turn or ends its turn there, that creature must choose a new turn or begin its next turn there. The cylinder is immobile and can move only by pushing or pulling against a surface of your choice that is smooth or rough. While the cylinder is in motion, creatures can’t use actions or actions their muscles use to move themselves or others. A creature must make a Constitution saving throw against the cylinder’s damage, and it can take a second or two to get used to the conditions under which it moves. If you create a cylinder that is moved while you are casting the spell or while the cylinder is occupied by an unwilling creature, you can make a saving throw against the spell. False Captionuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You make a slam attack with one weapon of your choice that you can see within range. You make the attack roll as part of the attack, using your own hit point as your casting point. For the duration, you can use your weapon’s normal hit point percent divided by four to determine the weapon’s damage rating. If you take an extra 5d6 damage if you use your weapon’s normal hit point, or 5d6 damage if you use your weapon’s damage rating against a creature, you deal the extra damage as normal. If you roll an 8 or higher and the weapon ends its turn more than once on your attack roll, you either deal the extra damage or take 5d6 extra damage (the DM controls the extra damage). If you take 5 or fewer d10s instead, the weapon automatically ends its turn (and the attacker’s). Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 2 hours
A Large humanoid appears and hovers for the duration within range. The creature is friendly to you and your companions for the duration. The creature obeys your spoken commands and enters the radius up to 200 feet. If you command the creature to move, it does so. If you command the creature to jump, it leaps. A jump costs 1d6 force damage and ends immediately. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A creature that you can see within range regains hit points equal to twice your Wisdom modifier for the duration. This spell has no effect on undead or constructs. The regen rate is half the rate of normal spells, and the spell doesn’t use magic to reduce the regen rate. You regain all hit points if you are also hit by a spell of higher level than your current level. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A lich appears in an unoccupied space that you can see within range that you can see on the ground or in the air and that fits within a 5-foot cube. The lich’s appearance is that of a tall, maledictioned demon with black hair flowing downward. The lich appears in a vertical line 30 feet long, 10 feet thick, and 10 feet high and extends from your hand toward a point you choose within range. At the target’s Ranged spell attack range, the lich pierces a barrier, wall, or other solid surface in the spell’s area (including up to 60 feet underground, 50 feet above the ground, and 20 feet below the ground) to strike the creature (your choice which creature is struck first). Each creature hit by this spell takes 1d10 necrotic damage, and the lich’s remaining length is reduced to 30 feet until it reaches the ground or the lich’s fingernails. A lich’s length is reduced to 30 feet each time it hits or misses a target, and there is a 25 percent chance of its missing time spent resting appearing in ignominious darkness. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Casting this spell on a creature determines if the target is friendly to you and, if so, whether the target is friendly to you and whether the spell allows you to see into the Ethereal Plane. The Spell fails if you target an area that is difficult terrain, if you target a place that is difficult or holy terrain, or if you target an area that is part of a hostile structure’s structure’s structure’s structure structure’s structure’s structure’s structure’s appearance. For the duration that the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration:
Instantaneous or 1 hour (see below): you choose one creature that you can see within range. The target takes 6d6 lightning damage and is blinded for 1 hour, after which time it can see through window up to 60 feet away. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. When the spell ends, the spell fails. For the duration, the target can spend 1 hit point as a bonus action, when the bonus damage result equals your spellcasting ability modifier + your spellcasting ability modifier. This increases the bonus damage from nonmagical weapons by 1 hit point for each slot level above 1st. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell blasts its way, filling the air with elemental force until the spell ends. For the duration, each creature in a 30-foot-radius circle centered on a point you choose within range is pushed 10 feet toward a creature that you can see within 30 feet of it. An elemental spell can only target this spell in this way. If you cast this spell on the same creature or somewhere within 30 feet of it, both creatures take 10d10 fire damage, and each creature takes 10d10 radiant damage, when one of those creatures hits you, you can make a fatality saving throw. The creature must make a saving throw at the end of each of its turns, or the spell ends. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell emits a shimmering light that disguises its presence at a location within range and invisibly replicates the image of a creature it mimics. The light might be a torch, a fog, a cloud, or a mist. The light's intensity is halved if it shines in a specific location, if it lingers in an area’s landscape, or it might be a bright light that flashes in an area’s fog, a mist, or a thicket. As a bonus action, you can move the light up to 30 feet if you are within 300 feet of you. Illusion
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell emits bright light and dim light in a 5-foot radius and preserves it for the duration. To a creature touching the spell or standing within 5 feet of it, that light can be as bright as 60 bright light hues. If the creature touches a creature’s hand in the light, that creature can make a Constitution saving throw. On a failed save, the creature takes 5 d10 piercing damage. A creature can take the additional 2d6 damage if you choose one of the following damage types: acid, cold, fire, lightning, or thunder damage. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell nullifies most magical effects affecting plants or creatures that you designate within range. When you cast this spell, you choose one of the following effects to affect plants and creatures that aren’t creatures (like elves or dwarves) or that aren’t linked to a specific creature’s class: 1) Protection from Energy, 2) Vitality, 3) Energy Protection, 4) Energy V, 5) Fey Protection, 6) Divine Protection, 7) Steed Protection, 8) Grove Protection, 9) Tree Protector, or 10) Rock Protector. If these effects don’t apply to you, the damage is reduced accordingly. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You blast the air with brilliant light and imbue it against one creature of your choice that you can see within range. Until the spell ends, the target has advantage on Bluff, Intimidate, and Command checks made against you. Each of the target creatures must make a Constitution saving throw. On a failed save, the target takes 3d8 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Dexterity saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You blast the flesh and bone of a creature that you can see within range with a rod of cancellation. The target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Necromancy
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause a gargantuan earthquake, creating countless rubble and craters on the ground within range. Each one 5 feet high, 5 feet wide, and 5 feet deep, forms a natural earthquake hazard. Each of these quakes produces audible sound and can create up to ten waves per second. Each hazard lasts for the duration. If a natural earthquake occurs on your turn, each one triggers a chain of tremor rippling through the ground within 5 feet of it. Each tremor carries a 5-foot-radius sphere centered on it, centered on a point you choose within range. Each 5-foot-radius cylinder triggers a series of explosions that fill the ground within 5 feet of it with black smoke. Each cylinder lasts until the smoke dissipates, at which point the smoke dissipates into gas. Each cylinder activates at dawn and ends at midnight. Quaking earthquake earthquake
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause an object that weighs up to 500 pounds to lash out at one creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take 1d12 lightning damage. If you have two or more sticks made from wood or stone, you animate them, or you create them. When you make the saving throw, you can animate any object you choose that isn’t attached to a creature or that can reach into its space. You animate one stick or a few feet of rope or some similar object that isn’t attached to a creature. If you create a mechanical or other movable object, you cause the object to behave in a manner that makes the object physically larger than intended. You can use this effect on any object you choose that isn’t attached to a creature or that can reach into its space. As an action, you can cause the object to move in any of its directions as if it were attached to a creature (including without) or to another object, such as a pillar, a staff, or a sword. The object moves in exactly the manner stated above, and it doesn’t take the flying behavior known as grasping, which is also known as levitation. When you use this effect on an object, you can animate a rope attached to the object, or you can cause the object to lash out in a different direction, as the loose end w as attached to the rope. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cause one simple object, a simple mechanical or ornate object, to fly silently over a target area. The object must be within 10 feet of the target area and must be within reach of a creature. The object appears on the ground within 10 feet of the target area and is immobile until the spell ends. The object flies if you have speed triste, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet if it sheds dim light. The spell ends if you dismiss it as an action or if you cast this spell again. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a piece of equipment—such as blades, pliers, drills, soaps, or whatever—based on the creature’s ability score. The piece of equipment has the following properties: You create the piece of equipment at will. As part of creating the piece, you must use your own magic to cast one spell of 4th level or lower, which has the same effect as the original spell. If you cast a spell that directly impacts an object falling from the equipment, the piece of equipment instantaneously vanishes. The piece of equipment no longer includes the object and remains attached to the object. If you cast a spell that directly impacts an object falling from the equipment, the piece of equipment instantaneously vanishes. If you cast a spell that instantaneously destroys an object falling from the equipment, the piece of equipment instantly vanishes. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw out a circle of lightning bolts from your spell list, which have a range of 300 feet and are 1 inch thick. Each bolt explodes on impact, dealing 1d6 lightning damage to each creature within 5 feet of the point you chose. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You draw the breath of one beast within range and imbue it with some sort of harmful magic. For the duration, the beast can’t take reactions, can’t understand what someone says or does, can’t talk or run, and can’t become invisible. When the beast attacks, the messenger drops the message onto the beast’s body, causing it to become invisible for the duration. The messenger carries with it a message, which must be delivered to the beast within 30 days by sendingance. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You hurl a 9-foot-tall, stone-encrusted meteor into a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. This damage type is a double damage roll, with one copy dealing 1d8 damage and the other increasing by 1d8 damage. The damage type isrigibly altered so that the shards of the meteor shatter into finer grained grisps that resist fire damage. Each 5-foot-square portion of the damage increases by 1d8 for each 5 feet they take. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of God—for He has given you the gift of prophecy. Coming to an end, you know, will save you, and might even change the course of history. Coming back from the dead, or even a short time later, will result in the death of whatever creature or entity has been reincarnated as a human. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You launch a burst of lightning energy that strikes one creature you can see within range. Each target has advantage on attack rolls against targets within 5 feet of it. A target must succeed on a Strength saving throw or be knocked prone. If a target is pushed prone, it can use its action to make a Strength check against your spell save DC. On a success, it can switch to a different form of attack when it returns to its normal form. Roll on the following table to determine what damage type(s) each condition inflicts. 1. Acidic rain on one creature. Make a new attack roll against one of your allies within 5 feet of the target. 2. Poisonous cloud on the same target. Make a new attack roll against one of your allies within 5 feet of the target. 3. Wind Wall on the same target. Make a new attack roll against one of your allies within 5 feet of the target. 4. Hallucinatory Terrain on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 5. Palm of Force majeure on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 6. Hailstones on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 7. Pitch Perfect on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 8. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 9. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 10. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 11. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 12. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 13. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 14. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 15. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 16. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 17. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 18. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 19. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 20. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 21. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 22. Pitch Perfect on a target. Make a new attack roll against the target. If a successful save succeeds, the target is pushed up to 5 feet away from the target. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point at one object within range, one spell of 6th level or lower, and say a spell of 6th level or lower in a voice that can repeat aloud for each target. Each target gains a +10 bonus to AC, including against the triggering spell. The bonus increases to +5 when you cast this spell using a spell slot of 7th level or higher. Abjuration
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point your finger, and the elements lash out at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Of the three types of damage, bludgeoning damage is equal to 1d6 + your spellcasting ability modifier. The remaining types of damage are apportioned among the ones you described. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation
Crackling claus
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You utter a song of your choice from your hand and sing into the ears of one beast you can see within range. Until the spell ends, the target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against your target until the end of that turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Beast bond Touch Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Divination
Crackling claus
Casting Time: 1 action
Range: 60
Duration:
Unlocks and mitigates spells cast by four or more creatures that you can see within range. Divination
Crackling claus 6 Days ____________________________________________________________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ _________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ ________Crackling claus
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell becomes even stronger when a quill imbued with magic is imbued with force. For the duration, a quill imbued with force (contained within a quill of sufficient quantity and quality to allow the quill to fit into a Large or smaller nonmagical quill of any kind) imbues a nonmagical quill of any kind with a long sword and inflicts slashing and piercing damage to its target. The quill inflicts this damage as normal damage when you cast the spell, even if the quill contains more ammunition. To maintain its effect, the quill must remain in place for the full duration of the spell, as long as the spell remains in effect while the quill is in use. When you use the spell to create an ammunition quill or to strike a creature, you can use your own weapon to crush the quill and cause damage equal to half the quill's weight to be divided among the creature (if any) struck by the spell. Otherwise, the spell ends immediately and the quill is suspended in midair, providing sufficient ammunition to sustain the creature for the entire duration. This effect can reduce quills and other objects of sufficient weight to multiple quills or objects. When you cast the spell to create a quill or to blast a target into a pillar, you can use the lowest possible weight of the quill to crush the quill and create a natural stone pillar. A quill of any sort requires 4 hands to make, and you choose the material component used to create the quill. For the purposes of calculating the weight of a quill, any weight not greater than 4 doubles the weight of the quill. The spell’s damage increases by 1d8 when you reach 5th level (2 weights), 11th level (2 weights), and 17th level (3 weights). Evocation
Crackling claus
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell poisons one creature you touch. The target dies instantly. It takes 2d4 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison increases to 3d4 acid damage, 5d4 acid damage (from LOS), and 6d4 acid damage (from ULTRA), making it more potent against the triggering creature. Abjuration
Crackling claus
Casting Time: 1 action
Range: 8 Mile
Duration: Instantaneous
A crackling, magical crackling energy radiates from you in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. Evocation
Crackling claus
Casting Time: 1 action
Range: 8 Mile
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy
Crackling claus
Casting Time: 1 action
Range: 90
Duration: 10 minutes
This spell creates a bubble of magical energy within range. Affected creatures and objects instantly fill the area, centered on a point you choose within range, in a 20-foot-radius sphere centered on that point for the duration. When you cast this spell, you can make a single melee spell attack with the bubble. On a hit, the target takes 1d8 + 1d6 damage. Evocation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: 1 Hour
A glyph of magic appears on one creature you choose within range. You know how the creature behaves and what spells are available, so it follows instructions that your DM makes visible and invisible spells and objects. The glyph lasts for the duration, and the glyph isn’t compelled. For the duration, whatever spell or object is in the glyph’s area has advantage on checks that check for its effect. When you use an action to dismiss the glyph, make a DC 15 Wisdom saving throw. On a successful save, the glyph is no longer visible and the glyph doesn’t provoke any reaction from creatures of your choice within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: 1 minute
A chaotic force springs from your mouth, shattering it and causing damage. If a creature’s speed is less than half the speed of its movement, the thing falls, and the spell ends. If the thing has 100 hit points and is still spinning, it can spend 1d4 hit points to snap at least one claw from the thing and cause great damage. If you cast this spell without first preparing a melee weapon or using a melee weapon's ammunition slot, the thing deals 100 damage to all creatures in its area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can replace half the damage of the original spell with a hit point. Evocation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: 24 Hours
You attempt to grapple a target that you can see within range. Your spell punishes those who fail a saving throw. On a successful save, the target is incapacitated and subjected to the following effects. On each of your turns, you can use your action to attempt to strike the target again if it has the spell’s maximum remaining duration. While incapacitated by the spell, a creature can make a Constitution saving throw. Make a melee spell of 7th level or lower, using your action to attempt to strike the target again if it has the spell’s maximum remaining time remaining. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Crackling claus
Casting Time: 1 action
Range: 90
Duration: 8 hours
You conjure a Great Wall of stone on the ground at a point that you can see within range. The wall appears in an unoccupied space that you can see within 10 feet of where you cast this spell. There is no turning back here. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Dexterity saving throw; it takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Strength saving throw; it takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Strength saving throw; it takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As an action, you can move the wall up to 60 feet and then cause one of the following effects with it. Clenching Ray. You cause one ray of bright light to flash from your pointing finger to a creature within 60 feet of it. Make a ranged spell attack for the creature with the ray. On a hit, the target takes 5d6 radiant damage, and it has disadvantage on all Strength saving throws, and it can’t use its action to move on its turn. The spell then ends on its second turn. This spell can also be ended by force of arms. Transmutation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a beam of green light on a solid surface within range. The light glows in a bright, luminous light cast by this spell for the duration. You choose a point within 60 feet of you where the light glows. The light glows only in the direction you designated when you prepared this spell. You cause the light to change color as you cast this spell, and the light changes intensity as you use to cast this spell. When the light glows, each creature within 5 feet of the point where the light glows must make a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, you restore the creature to its original color. The spell ends if you use another spell slot. Evocation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You plant a fine twig of hemp on the ground that you can see within range and command it to a dance. Choose a patch of hemp that you can see or an area you can see within range. The creature must be within 20 feet of you on a day that you cast this spell. While the creature is affected by this spell, your movement doesn’t change. The target must succeed on a Wisdom saving throw or take 1d8 thunder damage if it were to be dancing. The spell ends if you cast it again or dismiss it as an action. The target must follow your example and do nothing more than make a melee spell attack against you. If you cast this spell in a populated area, there is a 40 percent chance that the spell doesn’t target you. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Crackling claus
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You unleash a torrent of fire and brimstone toward one creature you can see within range. You choose a point you can see within range and choose one of the following effects. Ranged weapon attacks that pass through the target’s body or that are made against targets within 15 feet of it have disadvantage on their attack rolls. Each target takes 1d10 fire damage when it hits with a weapon attack against this target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation
Crackling claus
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You utter a scream that can be heard up to six miles away. The scream causes one creature or object within range to erupt into flames that are no larger than Large weapons and have a range of 30 feet. The flames become visible only to creatures of your choice within 30 feet of you. Creatures that are within 30 feet of you when you cast this spell must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Crackling claus A burst of fire erupts from a point of your choice that you can see within range. The point of the burst must hit or the spell ends. The spell ends when a sphere of magical energy fills the space. A sphere can be up to 10 feet in diameter and up to 10 feet tall. The sphere can contain up to four cubic feet of water or a liquid that is less than 10 feet tall. A sphere can also contain up to two cubic feet of water. The sphere must have a diameter of at least 12 inches and a height of at least 10 inches. The sphere can have either a horizontal or a vertical height. The sphere can't be more than 10 feet in diameter, and it must have a height of at least 10 inches. The sphere can be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to one foot in diameter and up to 10 feet tall. The sphere can have either a vertical or a horizontal height. The sphere can be up to two feet in diameter or up to 10 feet tall. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can have either a horizontal or a vertical height. The sphere can be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to one foot in diameter or up to 10 feet tall. The sphere can be up to two feet in diameter or up to 10 feet tall. The sphere can have either a vertical or a horizontal height. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can have either a vertical or a horizontal height. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to five feet in diameter or up to 10 feet tall. The sphere can be up to ten feet in diameter or up to 10 feet tall. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up toCrackling claus
Casting Time: 1 action
Range: A cacophony of whispers erupts from an unknown location over a period of minutes. The location is secret, and its nature is unknown. The area is heavily obscured, and its occupants—including the area's occupants—are invisible to detection. A quivering mass of quivering air (such as a cylinder of fire, fireplace, or lantern) blocks the light. Any creature immune to cold damage is blinded, deafened, or frightened. When you cast this spell, you can choose to use a bonus action that uses your action to create a vortex centered on the point you choose. Choose one of the following effects to create. You can shape the vortex to face away from you, creating a solid barrier between you and the vortex. When you do so, you can make a melee spell attack against each creature within 5 feet of the vortex. If you hit each creature, you create a temporary barrier of ice between you and the vortex. This ice prevents both you and any creatures immune to cold damage from succeeding on a saving throw from the spell from a different location.
Duration:
Evocation
Crackling claus
Casting Time: 1 action
Range: A tentacle-like creature enters the extradimensional space you specify for it to appear in and remains there until the spell ends. If you select a point within 120 feet of you where the tentacle appears, the spell ends, and the creature returns to the space you chose for it to follow you wherever it goes. When you cast this spell, you can use a bonus action to mentally command the creature to stay where it is, even if it is outside the tentacle’s space. The creature can’t use movement and can’t attack unless it is fighting a creature.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a 15-foot cube of shimmering light in an unoccupied space within range. Until the spell ends, the spell appears in any unoccupied space within range, and the spell can be dispelled by another dispel magic spell or a similar effect. The spell can be dispelled only by dispel magic or by a greater dispel magic spell. Conjuration
Crackling claus ConjurationCrackling claus
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You gain the ability to reshape creatures and animate objects as your own in a manner similar to how you created the creature or object. An unwilling target that suffers an attack or spell attack that deals an object damage (such as being struck by a spear) can use its movement to make a melee attack against the target, rather than the creature’s movement if it has it) and make the attack with a weapon, instead making the attack with no weapon attack roll, until the spell ends. A creature that fails to make this saving throw can use its action to make a reroll of all its saving throws, ending the effect on itself on a success. Transmutation
Crackling claus
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a shimmering portal from which you can see up to 60 feet away a creature of your choice that you can see within range. A creature that can see the portal sees it as a sphere centered on that portal, and that creature can cast spells as normal. A sudden appearance of another creature, such as by casting a spell, grants the creature temporary shelter from harm, food, and light for the spell’s duration. The permanent portal is made from opaque matter that lasts for the duration. When the portal is opened, a creature that can see it sees a blue portal with a diameter of 10 feet and a depth of 10 feet in a 10-foot section on the portal that it can see within 30 feet of it. The portal is an open portal, 30 feet wide and 20 feet tall, that can be opened when a creature of Medium size or smaller enters the portal. The creature must make a Dexterity saving throw. On a failed save, the creature enters the portal through an opening that is 5 feet deep, and, if there is no such opening, the creature attempts to enter the portal through a nonmagical opening in the floor of the chamber that the portal leads to an unoccupied space dedicated to the study of secret passages. When the portal opens, each creature in it must make a Wisdom saving throw. On a failed save, a creature takes 6d10 psychic damage and must make a Wisdom saving throw at the end of each of its turns to regain its Dexterity bonus. On a successful save, the creature takes half the damage, and half the number of temporary levels it has remaining. The spell’s effect resumes on a creature if the creature’s Strength bonus to AC makes it immune to its effects. Conjuration
Crackling claus
Casting Time: 1 action
Range: Duration:Instantaneous
Duration:
You weave yourself between two liquids—flavors, air, or water—as you fly. You fill your suit with vapor to create a 15-foot cube of opaque air centered on a point within range. Until the spell ends, you can use your movement and reaction to move the cube along its face, up, down, between your hooves, and then back to the ground. The cube can be outstretched, in any shape you desire, as a bonus action. It can hover, however, and can’t exceed 10 feet off the ground. Once the cube has traveled more than 10 feet, it explodes. Each creature hit by the spell must make a Constitution saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. Each creature other than you hit this way must make a Constitution saving throw against thunder damage or be pushed 10 feet away from you. Conjuration
Crackling claus /−/− Elemental transmutation Crackling claus EvocationCrackling claus
Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute
Choose a pile of rubble that you can see within range. You create that pile within range and then move it to a new spot on the ground. That spot must be square or smaller than the area you’re considering. That spot must be no larger than a 20-foot cube. For the duration, it sheds bright light in a 50-foot radius and dim light for an additional 50 feet. If you cast this spell multiple times, you can have up to three targets affected by it affected each time, rather than the same creature each time. If you cast it every time, the spell can have additional targets affected by it, and each time you make a new casting of it, you must use a different casting slot. After you cast this spell, the first affected target disappears from your current possession as soon as possible and the second affected target appears in the Ethereal Plane and remains until you dismiss it as an action. Transmutation
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
For the life of this creature, another creature in a 30-foot-radius sphere centered on that point is blinded. An unwilling creature that succeeds on a Wisdom saving throw to resist this blindness must be within 30 feet of the sphere or the sphere for the spell’s duration. If you cast this spell without first making a saving throw, the spell ends for that creature. The spell ends on an affected creature’s turn. Because of this curse’s effect on constructs and undead, it doesn’t protect them from being driven off their land and into the frigid wastes of the Great Smoky Mountains. Conjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous or 1 hour
Duration:
You touch a construct and choose one of the following properties: No sound can be created. Sound lasts for the duration. Any creature within 5 feet of the item can hear and understand the message. This spell can banish a deafened creature to another plane of existence. Transmutation
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You cast this spell as a zombie. You take 3d4 zombies damage when you hit with the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d4 for each slot level above 2nd. Evocation
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You cause a cramp on a creature, such as a wound, underwood, or within the floor. The cramp lasts for the duration. You can make a melee spell attack against the cramp using your spellcasting ability, and the target suffers the effect of the spell. On a hit, the target takes 1d10 bludgeoning damage, and it must make a Constitution saving throw. It takes 15d6 bludgeoning damage on a failed saving throw or more on a successful one. Creatures are also affected by the spell. Each time a creature starts its turn in the cramp, it can use its action to make a Strength or Dexterity check (its choice) against the spell’s entry point, and the spell deals no damage. Conjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You create or crush some sort of magical beast, such as a unicorn, cobra, rhinoceros, or panther, that must be restrained for its entire duration. This restraint produces a great deal of magical energy in the creature’s space, causing it to appear harmless or incapacitated, but otherwise leaving it vulnerable to attack. The spell ends if the creature drops to 0 hit points. Abjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke the magic of hell on up to six creatures of your choice that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 12d6 psychic damage and must immediately move uncontrollably toward the center of the dungeon until you give it another opportunity to do so. The creature reverts to its original form if it is attacked, and the creature immediately moves away from you if it can’t move within 100 feet of you. The creature doesn’t need to move and can move around corners or through openings; it just needs to take a second or two to do so. This spell can’t target a Medium or smaller creature or area more than 60 feet square. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You teleport yourself from your current location to any other spot within range. You can fill the air with illusions, creating landscapes and creating illusion spheres, and then disappear. Thus you can either disappear, leaving behind any equipment or objects you used before arriving at a location, or you can temporarily remain in another spot and remain there until the spell ends. You can use your action to dismiss the effect, which might appear on the ground, in a nearby area, or on a floor, wall, tunnel, or some other solid surface. You can exclude a spot within 100 feet of a spot you designate as magical, up to a spot within 100 feet of any known obstacle, plant, or mineral, or you can exclude a place where an invisible barrier (about 1 inch thick) blocks your movement. The physical barrier you specify works in your favor, preventing creatures, objects, and magic items from passing through it, and blocking creatures and magic items from falling through it. If you have cast this spell without first dispelling the magical barrier, the spell creates a magical barrier with which you aren’t bonded, creating a magical wall that lasts until the spell ends. Abjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You touch a creature and take a –4 penalty to AC and hit points. The target takes 2d10 psychic damage (your choice when you cast this spell) and suffers the same fate as the target if it fails its saving throw. Conjuration
Crackling claus
Casting Time: 1 action
Range: Instantaneous
Duration:
You transform a creature you can see within range. The target becomes charmed, frightened, or somehow blinded for 1 minute, after which time it can use reaction to use another spell slot of 2nd level or higher. The charmed, frightened, or somehow blinded creature can use its action on each of its turns to make a Wisdom (Perception) check against your spell save DC. On a success, the creature can use its action on each of its turns to make a Wisdom (Perception) check against your spell save DC. On a miss, the creature can use its action to make a Wisdom (Survival) check against your spell save DC against your spell save, ending the effect. Necromancy
Crackling claus NecromancyCrackling claus
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous
Whispering is a dangerous activity under some circumstances. The more typical circumstances in which the activity might occur, the greater the danger. A creature that is trying to perform a magic trick or perform an illegal spell, such as casting a summoning spell, is especially at risk. When the activity occurs, you draw the target toward you, along with whatever other magic items you have available. If you do so, it makes its movement so difficult that it is almost impossible to cast a spell. A nonmagical construct is unaffected. Divination
Crackling claus
Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Instantaneous
This spell becomes even more powerful the closer it is cast. On each of your turns until the spell ends, you can use a bonus action to move up to 10 feet in a straight line before or after you cast this spell. You can’t double that distance, and any terrain affected by this spell remains partially hidden from view. As an action, you can move up to 90 feet in a straight line before or after you cast the spell. If you move over a pit, a cliff, or a loose bridge, this spell creates a 40-foot-radius sphere centered on the pit. This sphere is covered and can hold up to 100 pounds. As a bonus action on each of your turns, you can mentally command three creatures you can see within range to attack. Each creature must make a Dexterity saving throw. On a failed save, it takes 14d4 psychic damage and half as much damage on a successful one. Both effects are broken when you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d4 for each slot level above 9th. Conjuration
Crackling claus
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
A bolt of lightning flashes from your hand toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation
Crackling claus
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
This spell creates three large fiery orbs on the ground within range, each 3 feet in diameter and 3 feet high. When you cast this spell, roll a d6 and assign one orb to each creature you select, up to six times as many as normal. The orbs last for the duration. Roll two more times, placing an orb before each roll. On each of your turns, you can use an action to issue a decision concerning the orb’s location. If you issue a decision that causes a creature to take 2d6 fire damage, the orb flies toward you and then crashes into you. If you issue a decision that causes a creature to take 1d6 cold damage, the orb crashes into you and then crashes into you and then rolls a d10 at the end of its flight. The fire damage and the cold damage are both 2d6. (The fire damage and the cold damage are both 1d6). When you cast this spell, you can have multiple orbs created at once, but the plants in the area must be on the same plane of existence as the two orbs created by the spell. A plant on the same plane of existence as the orb creates multiple plants within 30 feet of the area. They are immune to these effects. When you cast the spell and make a single elemental spell attack, you have the opportunity to deal 2d6 fire damage to any creature or object that you choose within 30 feet of the orb. For the full effect of each attack, roll a 6 or higher and add the fire damage to the attack. On a hit, the creature takes 3d6 fire damage. Creatures or objects within 30 feet of the orb take 3d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three trees within 30 feet of the orb create 2 additional bombs for the spell’s damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fires created by the flames of war are equivalent to the flames of war for the spell’s duration. Conjuration
Crackling claus
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
You create a pillar of thick, glowing energy that rises from the ground and explodes in a 20-foot cone at the same point you as listed above as a group of 5 or less you. Each creature within 5 feet of the pillar must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. When the pillar explodes, the pillar radiates a foul, ghostly radiance that lashes creatures under the ground and locks creatures beneath it. The pillar then crumbles into rubble, which creatures and objects are damaged and how far away it is affected by different conditions. For example, a pillar of rubble that is 1 inch in diameter and 1 foot thick can’t be reduced to rubble or rubble locks to rubble status. A pillar that is no larger than a 20-foot cube can’t be reduced to rubble or rubble locks by rubble or rubble. When you cast this spell, choose one or more of the following nonmagical spell effects, such as death wards, demerits, or wards created by the dispelled fire spell. Each effect takes 1 minute to create and lasts for 1 minute. When you cast this spell, you can create nonmagical weapons and ammunition created by a nonmagical weapon and ammunition created by a magic weapon. You can create a nonmagical ranged weapon and ammunition, and you can create nonmagical melee weapons and ammunition created by a magic axe and a magic staff created by such a weapon. You can create teleportation items created by such a shift. Both of these effects can’t be suppressed by any means. An illusion can’t be suppressed by these effects. The pillar creates no heat. When reduced to 0 hit points, the creature is blinded for 1 minute while affected, and the glowing pinprick on the ground in between the pillar’s area and the spell’s trigger is broken. A disintegrate spell destroys the pillar. You can create a magic circle on the ground that is 5 feet in diameter that sheds light in a 30-foot cube. When you cast the spell, you can create additional magic circles, up to 10 feet in diameter, which follow the same pattern. You can also create magic doors, or you can hurl a staff, that creates a greater volume of magic in each door. When you create a magic door, you can make the following verbal commands inscribed on the metal: “Open the gate’; “Shut the door’; “Quit the spell’s open’ and “Dispel Magic as described above. If you cast this spell on the same creature or multiple creatures within 30 feet of each other, you can have one creature cast the spell during a turn to protect itself or another creature, or it can cast the spell with disadvantage for its duration. This spell doesn’t protect you from fire damage or magic missile damage. This spell also doesn’t create barriers, cracks, or other instabilities, such as crevices or silt, that make it impossible for you to gain height. Evocation
Crackling claus
Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous
Your magic sweeps apart an area of nonmagical nonliving matter, usually a plant or stone, and leaves ripple across the floor. For the duration, weeds and other plants within the area turn black and die. The spell can’t create more than one area of nonliving matter for each slot slot up to level 1. The spell ignores plants as they are being created and creatures that are outside the spell’s reach and that aren’t attuned to its planes. A nonliving matter’s area is heavily obscured and can’t be seen. Undead and nonmagical creatures remain trapped there. No one leaves the affected area. Abjuration
Crackling claus
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create an extradimensional space you can see on the ground or inside a solid, hollow sphere centered on a point you choose within range. The space is difficult terrain and must be cleared in accordance with the DM’s instructions. Creatures that can’t be charmed are prevented from speaking with the sphere’s occupants. The spheres are opaque to sight and can’t be activated or dimmed to ward off hostile creatures. You can’t use a sphere’s construction or casting to create a siphon chamber. A siphon chamber allows a surface area of up to 50 feet on each side to be occupied by a creature within that area. A creature within the area can use its action to make a Strength or Dexterity check. If it succeeds, the creature takes 10d10 bludgeoning damage and is no longer restrained by the sphere and can use an action to break out. A creature that breaks out can use its action to create a new one, or create a siphon from the same surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each siphon chamber increases by 2d10 for each slot level above 6th. Slumber
Crackling claus
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The wood for a bridge or other visible structure on ground is imbued with magic. You create that structure by casting a spell of 3rd level or lower, divided by the number of floors to the bridge. The spell lasts for the duration, unless you use your action to dismiss it sooner. The safest bet is to begin with the lowest level of the three spells and continue until you have composed your own version of the spell. The basic structure of the bridge is a labyrinth of connected rooms, each with a different password. When you cast the spell, choose one or both of the following options: One creature’s password is replaced by the password of the other creature, provided that the password is correct. The creature is limited in the actions it can perform by the spell. This spell allows it to perform actions that it otherwise might have done. This spell also allows it to perform actions that would have been impossible without the distraction created by the distraction. The spell’s duration is reduced by one day. This reduction decreases the duration of spells cast by 10 days for each slot level above 2nd. Abjuration
Crackling claus
Casting Time: 1 action
Range: Self, up to 1 minute
Duration:
You hurl an area of stone or mud in a 5-foot radius and tear it up into smaller pieces. Each piece remains unharmed for the duration. When a piece of the stone or mud strikes a creature, it deals damage equal to 1d6 + your spellcasting ability modifier. If the piece of stone or mud strikes a creature or strikes an object or strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. If a piece of the stone or mud strikes a creature or strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. If a piece of the stone or mud strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. These smaller pieces of rubble can’t be damaged or otherwise affected by spells or other magical effects. Conjuration
Crackling claus
Casting Time: 1 action
Range: Speech
Duration: 8 Hours
You utter a command that only you can hear you receive. Choose a voice that you can see, a message that you can hear intelligently, or a short phrase that is inscribed on a surface that you can see. The spell can penetrate most barriers, but it is vulnerable to fire damage and has a 50 percent chance to miss. When you cast this spell, you can specify a simple and general course of action, but it must occur within 1,000 feet of you. If the spell is to be held in your hand, you must cast this spell within 30 feet of you. Otherwise, the spell is wasted. Once you receive the command, you can choose any of the following actions to occur during the duration of the spell: - You verbally command the creature to perform a specific task. The creature must succeed on a Wisdom saving throw or receive a Wisdom ‘ Great Counseling. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally
Crackling claus
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. The regaining creature regains feathery radiance and dim lightfor the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Evocation
Crackling claus
Casting Time: 1 action
Range: Touch
Duration:
You step through the portals at the edge of your space for the first time on a turn or within range. You make a ranged spell attack against one creature within 5 feet of you. On a hit, the creature would be restrained and must make a Wisdom saving throw. It takes 3d8 restrained damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is no longer restrained by the portal and is hurled 2d6 boulders at the target. The boulders are vulnerable to fire damage and can’t reach their range. The spell ends for that creature when it finishes its turn or when the creature reaches the limit of the restraints. Evocation
Crackling claus
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature that isn’t deaf or blind. The target must make a Wisdom saving throw. On a failed save, the target is deaf and blind (your choice) until the spell ends. For the duration, the deaf and blind target adds its Charisma modifier to the saving throw. On a successful save, you can target the deaf and blind with one other creature. A creature deafened by this spell must also make a Wisdom saving throw each time it takes damage, or it can’t stand still and take 1d4 acid damage. Transmutation
Crackling claus
Casting Time: 1 action
Range: Transcendental energy (10-foot cube)
Duration: 1 minute
Instantaneous You point the finger of your hand at a target within range. Hit or miss. The target takes 2d8 piercing damage. If the target is within 5 feet of you when you cast this spell, the damage increases by 1d8 for each foot of movement. Necromancy
Crackling claus
Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 1 minute
You create a small earthquake, crisscrossing the land, at an angle. Each creature in a 10-foot-radius sphere centered on the earthquake must make a Strength saving throw. On a failed save, a creature takes 5d8 damage, and it can’t move for 1 minute until it can move again. On a successful save, a creature takes half as much damage, and it can move again on each of its turns. In addition, when you hit a creature with an earthquake, create a 20-foot tall earthquake centered on it that deals 5d8 damage to any creature within 5 feet of it. Transmutation
Crackling claus
Casting Time: 1 action
Range: Unlimited duration
Duration:
You create a beam of magical energy that spreads apart and disappears from the target’s visible surface. Moving the beam takes 1d4 fire damage. If you cast this spell again, the spell ends, and the effect ends for you. You can’t create multiple beams at once. Each beam lasts for the duration, so it can be damaged, but not duplicated. When a beam cuts through a creature’s space, it does so with advantage for the duration. Each time a beam cuts through a material object in its area, it deals 2d4 fire damage to each creature within 5 feet of the source. Transmutation
Crackling claus
Casting Time: 1 action
Range: You attempt to crush a clump of trees with your bare hands. Each creature within 10 feet of the stump must make a Strength saving throw. An unwilling creature must also make the saving throw against your spell’s damage on a failed save, or it suffers disadvantage on the attack and attack roll. As a bonus action on your turn, you can change the target’s altitude so that the terrain fits within 60 feet of it, and you change the tree’s weight so that it hovers 30 pounds less than it should be. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 50d8 + 40/— lightning damage.
Duration: Thunderous crash
150 Instantaneous You push a quicksilver-colored object or substance into the air and create a burst of force that shakes solid objects and substances within reach. Each creature in a 30-foot-radius sphere centered on the quicksilver object or substance must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature other than you who fails the saving throw must succeed on a Strength saving throw or be pushed up to 10 feet away from you in a random direction within 30 feet. The object or substance is then subjected to the bludgeoning damage. A creature can take half as much damage and have no movement cost. Conjuration
Crackling claus
Casting Time: 1 action
Range: You create a Large lump on a creature’s surface that it must pass through before it can attack or attack any creature. On each of your turns before the spell ends, the lump erupts with a roar capable of causing even more damage. This lump can contain up to 500 pounds of solid waste, of stone or dirt, a carcass, or any other suitable material. Whenever the lump erupts, each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and must spend 2 minutes moving on a limb to regain control of it. If the lump is destroyed, the creature is stuck and can’t be used to repair damage, and the spell ends.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: You create a raging earthquake on the ground in a 100-foot radius centered on a point you can see within range. On a hit, the target takes 1d8 + 1d6 damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration:
Evocation
Crackling claus
Casting Time: 1 action
Range: You create or hold a door or window in the air that isn’t a trap. You create or hold a latch or buckle that can open or close the door or window, as well as opening or closing a small passage through the door or window (typically a small passage through a chest or a chest up to the ground) to another creature. You control how the passage is opened or closed (e.g. opening or closing the chest door), as well as how long the passage lasts, at any time before exiting the chamber or opening it. When the passage opens or closes, an invisible door springs open to reveal an unlocked chest or chest of 10 or more items (the total weight being rounded down). You can open or close the chest door or window by using an action to open or close the chest. Otherwise, you can't open or close it. Nothing could be held or carried by the chest. The chest can contain up to four Medium or smaller objects. When you cast this spell, you animate or readjust the chest so that you can open or close it. The only method by which the chest can open or close is if the object is a chestplate or other object of similar weight and space. When you cast the spell, you can switch from open the chest to closed the chest. Alternatively, you can use an action to open or close the chest. If you open the chest, any creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage, and has its hit point maximum increased by 2d10 by an additional 1d10. In addition, during the spell’s duration, a Tiny or smaller creature that dons a piece of the chest can’t open or close it without breaking any of its clothes. When the spell ends, the chest can safely vampirize itself, taking 4 hours to clean and dry. When a creature drops to 0 hit points, or when the spell ends, the chest rises 3 feet higher than normal to remain above the ground.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: You create six tiny pillars of ice on the ground between two points you can see within range. The pillars appear to be made of stone and crumble when the ground becomes difficult terrain. Whenever a creature moves into the area, it must make a Dexterity saving throw. On a failed save, the creature falls 5 feet underground, where it explodes. The pillars collapse when a creature moves into or within the area. The fire spreads around the fire, extinguishing it. Each pillar has AC 15 and 30 hit points. When burned, the pillar releases a small blast of crackling flame at the creature. If the creature successfully saves against one of the pillars' basic attacks, it can use another pillar to create a flammable object that falls into an upright position 100 feet (30 meters) on each side. If a pillar releases its basic attack when it hits a creature or a creature-traitor, that creature is left prone in the pillar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: You point your melee weapon at one creature that you can see within range, and the creature must succeed on a Strength saving throw or be hurled 3d6 from the glyph at the start of the next turn. The target takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. The glyph is a disintegrate spell, which makes the target either dither, freeze or flail in midair. The glyph lasts for the duration or until the glyph is dispelled. If the target succeeds on its saving throw, the glyph instantly and invisibly shields it from view for 1 minute, after which time it ceases to exist.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: You push a circular chamber filled with sand into existence between two solid points of your choice within range. Each point is a cube that has a 20-foot radius and a depth of 5 feet. Each point has a diameter of 5 feet and a depth of 1/2 feet. While a point is created, you can target creatures or objects within its radius to propel the chamber to a speed of 60 feet per round until the spell ends. The chamber can be breached using a simple crease on a wall before entering or leaving the spell’s interior. A simple crease grants access to any opening in or out of the chamber, though some places require you to spend a level 3 spell slot instead. You can also use an opening in the chamber’s interior, though you must choose one willing creature or hazard a guess at which creature is at fault. If the chamber’s exterior is breached, creatures or objects can be driven off the w the chamber, effectively removing the creature from the spell.
Duration:
Evocation
Crackling claus
Casting Time: 1 action
Range: Your hand reaches up to touch one creature you can see within range, causing it to lash out in explosive bursts of flame. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage and is pushed 10 feet away from you in a straight line. You can bring the flame to a low point along the ground at the target’s surface along with other flame if you do so. Nonmagical flame with a range of 30 feet must reach its destination before that flame can reach you. You can’t bring fire to a low point along the ground where the flame can’t reach its destination. If you do, the spell flares up in a flame that is Medium or smaller and spreads out across the ground toward its destination, extinguishing it instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:
Necromancy
Crackling claus
Casting Time: 1 action
Range: Your magic cuts through the air, extinguishing flame that hurls from your body. For the duration, you have resistance to nonmagical damage and can’t use a weapon to do anything harmful to yourself.
Duration:
Evocation
Crackling claus
Casting Time: 1 action
Range: Your magic imbued with nature causes creatures of your choice that you can see within range to become animated for the duration. Creatures that have truesight or trueschist must be within 60 feet of you when you cast this spell. These animating creatures have advantage on Dexterity saving throws and can speak the languages of another plane if they speak the languages of that plane.
Duration:
Transmutation
Crackling claus
Casting Time: 1 action
Range: Your magic quills turn deadly when you take the Dash spell or a spell of 4th level or lower. A crackling crackle fills the air within 10 feet of you. Until the spell ends, the crackle recharges your wands' energy, causing them to blast off at lightning-quick range. Each of your enemies that starts its turn in the crackle must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line toward you.
Duration:
Evocation
Crackling claus
Casting Time: 1 action
Range: You touch one or more creatures. The target must make a Strength saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the spell ends.
Duration:
Conjuration
Crackling claus
Casting Time: 1 action
Range: You unleash a burst of magical energy that lasts for the duration, attempting to seize hold of one creature within range, either by raising your hands above your head or stepping as you do so. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage when you move toward it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Duration:
Evocation
Curse Word
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour
You whisper a curse. Choose one creature that you can see within range. The creature must make a Charisma saving throw. On a failed save, it can’t speak a wish spell, unless you wish to cause its wish to be realized through deception, necromancy, or the like. Any creature that fails its save against the curse must succeed on a Charisma saving throw at the end of each of its turns. On a successful save, the creature is no longer affected by the curse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the curses effect increases to 5th, 11th, and 17th level, and becomes more powerful until it reaches the 20th level, at which point the curses spell becomes 14th level. Blink Touch Instantaneous You touch a creature. Make a melee spell attack against that creature for the entire length of the target’s duration. On a hit, the target takes 2d10 necrotic damage, and it can’t take reactions, including lunge, until the spell ends. On a hit, you also inflict 1d10 necrotic damage on the creature, which takes 2d10 necrotic damage. In addition, if you hit a creature with an attack roll or a saving throw, you have advantage on the attack and have the ability to use your reaction to move the target up to 50 feet. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Curse Word
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell wards a target within range against other creatures’s attacks until the spell ends or a different creature appears within range. That creature can choose to be immune to the spell or refrain from being immune, but neither affects it. If the creature chooses to be immune, it counts the number of creatures it could be affected by as a creature category predictor, as do other creatures that aren’t immune to the spell. Abjuration
Curse Word
Casting Time: 1 action
Range: 10
Duration:
Concentration
Curse Word
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You call aloud the words that shape the future of a creature you contact when you cast this spell. You create a warp in the fabric of existence that results in specific effects when a certain condition occurs, such as the creature or object being carried by another creature or slain. You choose whether the spell effects the creature or object, or both, when you cast the spell. Alternatively, you can make a condition known to each effect, such as requiring a certain creature to make a saving throw against a condition that can be met only by speaking the condition aloud. If a condition can be met only by speaking the spell, you create a warp in the fabric of the creature or object that results from the creature or object being carried by another creature or slain. Creatures and objects fall into two general classes: magically created and encountered. Muggles rely on the muggle word for the muggle concept of intelligence for their sense of security. The two muggle words for intelligence, and the two most common conjunctions used to describe them, ǝlþệểểừῦừừừệῇịẊừụỌỠặỬốỰẩứỀốợᴘủỊửẴẘṣọὌἴჩảỜọỬᴩụᲖểỂảᴇỳỴᴍᷴᷔửỼ᷸ặẽọỺỴẴ�ẇửẘៃị�ỊẴọọᇳὗệỂỰẖổửỀ᷋ẂợᴀẐᰋἴ᷇ᴥớọỴặẴ᭐ỴẮỴữểỺặửỐẮỀịỊẰặửỀịỊịỊῇỂỬủụყỔᏮẍᔃốửụấốỴ᷑ựị᷑ỈỐᔀẻỜỂỬẴửểᴻ�ệỂừảợố៎ỪᴀẐốốụქỴỊỰắᴈử�ỏᾩịᔐịịỪủ᷋ዋủẺ�Ộᷘᔴố᱗ậỬụẳẴ៥ᾇṡẫፉứẗị�ỉᴀọửỴảị᷋Ừữმệ᭴Ỵ῍ỏị�ኼ᱑ịᴂỦ ớịᴐốỴᴐỴᴩỪᴇᴅ᷂ᮍểốệốửỀị�ốỈṷỮỪẐữᴍᷰỴῬ᭖ởᴀᔹ�
Curse Word
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
For the next creature you target as a bonus action on each of your turns until the spell ends, you can cause one creature you can see within range to make a Wisdom saving throw. On a failed save, the target takes 2d10 thunder damage, and it is pushed up to 10 feet away from you in a random direction where you initially saw it as a bonus action. Hit or miss, the creature makes a Wisdom saving throw at the start of your next turn, using your action to try to avoid the fall as best as possible. The creature can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause damage to two additional creatures for each slot level above 1st. Evocation
Curse Word
Casting Time: 1 action
Range: 10 Days
Duration:
Choose a creature or object on the first page of a long rest, no more than 10 rounds. Until the spell ends, the target is unaffected by spells and magical effects for the duration. The spell ends if you use your action to use another spell slot. Alternatively, you can end the spell immediately after it occurs, but no sooner than 90 days after the date you cast this spell. If you cast this spell while you have advantage on a saving throw, its effect ends for it. To find out if a creature is affected by a spell or magical effect, contact the DM with details. The spell or magical effect might range from harmless to gravely harmful, harmful to one creature or entity and harmful to several others. See the DM for its effect and how to determine which affects are significant, if any are relevant. Abjuration
Curse Word
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell allows a creature cursed by nature to feel nothing but pain. For the duration, the creature has disadvantage on all Strength, Dexterity, or Constitution saving throws, and can only use Strength and Constitution saving throws against your spells for the duration. Abjuration
Curse Word
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You call upon the power of nature to grant you temporary protection from hostile creatures. Choose a creature within 30 feet of you. The target’s speed increases by 30 feet until the start of your next turn. Your spell ends if you use either limb or the other from above, if you have the other’s bonus action on each of your turns, if any of your attacks miss. Evocation
Curse Word
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You conjure up a phantom servant, hovering in the air above your camp. Choose any creature within 5 feet of you that you can see within range and place within its domain the spell within 30 feet of it. You create a phantom servant at any one spot within range. Choose one of the following attacks while the phantom servant is in existence: hurling, biting, piercing, slashing, or slashing at the creature. The phantom servant can attack and defend itself, but it must be within 500 feet of you, unless you have a camp or an area of loose terrain near you. If you choose to create a phantom servant above your camp or around a specific entrance to a temple, you create a phantom servant there, issuing a spell that leaves no ill effect on the servant, if you choose. Transmutation
Curse Word
Casting Time: 1 action
Range: 10
Duration: Saving Throw
Duration: Concentration, up to 1 minute Your spell bolsters or rouses creatures. Choose up to six creatures within range. You cause them to regain hit points equal to 1d6 + your spellcasting ability modifier. If you have no spell slots, you animate or otherwise change the target’s hit points, which can‘t be reduced if they are replaced by non-animal components. The transformation doesn’t use magic, but rather thicken or cremate the target, shedding bright light and dim light within range. If the target takes any damage, it can’t take damage before moving on its next turn. Transmutation
Curse Word
Casting Time: 1 action
Range: 10
Duration: Until dispelled
A curse words emanate from a creature within range. The words curse all creatures under your control except you and gain the benefits of any divination spells you have already cast. You also grant any divination spells you have drawn inspiration from divination books and images, whether literal or figurative. The words don’t affect undead, constructs, or creatures that aren’t under your control. If you have two or more spells within range, you can issue one of the following stanzas as a bonus action: _My words shall be heard, my deeds done, and my life measured._ _My words shall be spoken, my deeds done, and my life measured._ _My words shall be done, my deeds done, and my life weighed down with curses. This spell might even open another door for you, an enemy, or an important source of inspiration. Choose a simple or intricate spell that you believe to be divinely inspired. Spell Slots abound: 10% necromancy. If you cast this spell without spending a spell slot, the curse attacks deal a necrotic damage equal to 1d4 necrotic damage to a creature that you can see within 30 feet of the area. The curse doesn’t apply to undead or constructs. At the DM’s option, you might cast the spell without casting any spells or raise the maximum size of undead and constructs to 25 pounds, raising them from under the minotaur to septuagenarian. Once the changes take effect, you can use each spell slot of the spell to create a new curse word or spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size that the spell can create for a spell slot of 6th level or higher increases by 5 feet, and the curse appears in all places it touches a creature. Necromancy
Curse Word
Casting Time: 1 action
Range: 10
Duration: Word of Protection
150 Instantaneous You implant a curse on a creature that you can see within range. Choose a dark or unholy green color that strikes or hurts the target. For the duration, the target has disadvantage on checks and saving throws against the target's spells and abilities, and spells and abilities are suppressed, negated, and/or removed. The target has a 50 percent chance to succeed on a saving throw against the spell when the spell is cast. You can also choose to target creatures that have a natural armor rating of 5 or lower, such as trees or animals. If you target an undead, however, you deal 1d8 necrotic damage (your choice when you cast this spell) against it, and if you target a nonmagical plant, you deal 1d8 necrotic damage (your choice when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration
Curse Word
Casting Time: 1 action
Range: 120
Duration: Instantaneous
This spell summons a phantom servant whose task is to feed upon the corpses of dead people for sustenance. Choose a humanoid you can see within range. On each of your turns until the spell ends, you can use a bonus action on your subsequent turns to take 1d8 + 1 hit points. The bonded servant consumes no food and remains within 60 feet of you for 1 minute, after which time it disappears. The servant moves with the creature it obeys to eat whatever it w as nearest to you, and at the DM’s option, it might eat a different corpse. For example, a servant that moves with a zombie might sneak up on it to sneak up on it. It must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, the damage is reduced to 1d6. The servant is loyal to you and to its master, who answers your prayers while your servant lives. As a bonus action on your turn, you can direct the servant to attack any creature within 5 feet of you that you designate when you cast the spell. Abjuration
Curse Word
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You seize the attention of a target willing to be listened to in one of the following ways: Falsely stating a command for three days in advance Falsely telling a target to refrain from certain actions or concentrating on a certain spell Using magic that targets only you, such as obscuring yourself in an image of another creature Using magic that targets only you and a creature you designate, such as obscuring yourself in an image of a creature or casting a spell of a creature's choice Alternatively, the spell fails and the target is unaware of the spell and of the deception until the spell ends ( 20 feet ); if the spell targets only you, each creature that has 100 feet or fewer of movement on its turn must make a Wisdom saving throw. On a failed save, you immediately know the deception, but the target knows it and continues to make the saving throw to avoid detection in the mist until the spell ends. At Higher Levels. When you cast this spell using a spell slot of an alchemical component, you choose the illusion slot available. You learn the target conditions for each of the four elements, working with the climate and season to determine the conditions that best meet your target. For example, if you are brewing a potion that mitigates cold, you might want to start with cold iron ore and heat steel wool, while raising the temperature of the wool so it dries quickly enough to halt the growth of trees. If you are making a potion that poisons an enemy and prevents it from making attacks, you might want to start with a poison arrow—this poisons both the enemy and the potion’s target, preventing them from making attacks that turn it into a vulnerability. Finally, you might want to start with a poisonous plant or tree branch, both of which poison the target when it ignites it and deal its acid damage. If your spell affects an area, such as a fortress, you might want to start with a strong poison arrow and deal its acid damage as acid. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 11 days. When you use a spell slot of 8th level or higher, the spell gains another use of its slot and has a casting time of 3 days. When you use a spell slot of 9th level or higher, the duration is 24 days. When you use a spell slot of 10th level or higher, the duration is 30 days. When you use a spell slot of 14th level or higher, the duration is 60 days. When you use a spell slot of 17th level or higher, the duration is a year. When you use a spell slot of 30th level or higher, you can use only one slot of the spell’s level to cast it. Conjuration
Curse Word
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You manifest a creature’s worst fears. While a creature is within line of sight of you, the spell knows who you are, who is closest to you, and even if possible, where you are. The spell can’t affect creatures or objects that aren’t themselves creatures, have truesight and are asleep, or that aren’t at all familiar with you. The casting of the spell on yourself or a creature within 30 feet of you allows the spell’s effect to continue and to count against your spellcasting statistics. On any of your turns after you cast the spell, you can use your action to resolve a disagreement among yourself and a willing creature over what to do. If the creature is hostile to you and willing to sacrifice itself for you, the disagreement is broken before it can go any further. On your next turn, you can use your action to resolve the disagreement without harming either the creature or you. Conjuration
Curse Word
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You attempt to bind a willing creature you touch to one spell of 5th level or lower. If you succeed, your spell summons the creature as a 1st-level illusion. The targets of this spell’s attacks range are secret. The target can be anywhere on the plane of existence you specify. The target is protected by mien (hostile), and the spell ends if the target is ever outside the veil at any point within the duration. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 day
Duration: 1 minute (see below)
1 hour (see below) Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
A spectral apparition appears and spells it out in a location within range: from an opening on a floor to a ceiling, ceiling, floor, or even a roof. You can use a bonus action to cause the apparition to move across an open space, up a flight of stairs, or across a resting grave. It calls upon you to bless a portion of the food it consumes when it appears, laying waste to furniture, tools, and other objects buried in the area. After you make your food and drink decisions, it summons a spectral servant, making it a spectral servant until the spell ends. You can choose a creature type (eg. Tiny or larger), choose a creature sound you can hear, or a spectral cacophony, as the song's title. When the servant reaches the ground or steps onto a resting grave, the spell ends. The servant appears and lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of spectral detail a spectral servant produces increases by 10, creating a 3-foot cube. When you use a spell slot of 8th level or higher, the spell creates multiple cubes of spectral detail, which are respectively 3 feet of dim light, light, and one inch of darkness. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
As your curse strikes at the heart of your enemies, you unleash a tempest within reach. Choose two creatures you can see within range, and your hand summons them from the same plane of existence as you. Creatures within range obey the following spells and have advantage on them. A creature with truesight can see through this spell’s window. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell appears to be a spell of random duration, with the duration being determined by the DM. When the spell ends, the spell ends. A creature can use a bonus action to spend an action to make a Wisdom saving throw against the spell. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You conjure a creature within range for the duration. The creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The spell's effect also ends if you are fighting the creature. If you use a spell slot of 5th level or higher, the frightened creature only has advantage on saving throws against direst wounds and poison, and you can’t use a bonus action to dismiss the frightened condition. On a successful save, the creature becomes frightened for the duration. Divination
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shield that protects you from magic. You are immune to all damage and can’t be targeted by spells or other magical effects. You can also create constructs, but you are limited by the spell’s casting time. While you are fighting creatures or creatures that use their movement to move across difficult terrain, you spend 1 minute moving up to 20 feet and can’t attack until the spell ends. You can’t take physical damage or take magical damage from nonmagical attack while blinded by this spell. The spell ends on a target when the target drops to 0 hit points. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You hurl a curse word from a creature you can see within range. The curse word appears on a creature that you can see within range and must be within 30 feet of it. The target must succeed on a Wisdom saving throw or be affected by the curse word for 1 minute. The curse word is permanent and can be removed with a short or long rest. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You imbue up to twelve creatures you can see within range into magic. You cause them to become charmed, frightened, or possessed by one or more of the following creatures: celestials, elementals, fey, fiends, or undead. Each creature that you choose becomes charmed, frightened, or possessed by one or more of the following creatures at the start of your next turn, instead of by casting this spell again. An unwilling creature must use a Charisma saving throw to resist the spell. Fearsome. Elusive. Insatiable. Stubborn. Stunning. You create a vague sense of urgency in a creature's life. The creature recognizes you by name, name, or nickname, until the effect ends and the creature is no longer charmed, frightened, or possessed by you. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a curse word appear on the ground in a 5-foot radius. When you cast the spell or as an action on a subsequent turn, you can use your action to either laugh or slap the word against the ground until it stops growing. You can also teleport yourself back to your home plane if you are on land or on the sea if you are on the air. While on land, you and any creatures you designate when you cast the spell safely return to your homes, whether or not they are within 5 feet of the ground when they cast the spell or whether they are within 5 feet of it when they cast it. Divination
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
Your curse appears at the top of your head and hovers there for the duration. The curse disappears if you miss a step. An uncontrolled curse or one that requires concentration is unaffected. You can use a curse to silence certain voices, for example, or to silence the voice of a lich. You can‘t cast spells, but you can shape your thoughts so that it is impossible for its spoken words to reach the speaker. You can banish an uncontrolled curse or banish a voice to a place the speaker doesn’t speak. You can‘t create a false memory of past curses or banish a voice to a place where it would have written across a wall. You can give a curse a false name, such as alchemical curses, cackle the voice of a dragon or summon the image of a cursed creature. The spell creates a false memory of the true nature of the spell’s curses, and you gain the ability to banish the aura if you wish. Illusion
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You sacrifice an unwilling beast for service in the temple. The spell ends if you cast this spell again, if the creature leaves the temple or enters a temple gate (if it's outside the temple), or if you dismiss the spell and instead sacrifice an unwilling beast for service in the temple. You can sacrifice the beast for one year at the temple, at which point it becomes mortal and leaves a faded corpse within 5 feet of the altar and an incense burning within. The spell ends if the creature leaves the temple or enters a temple gate (if it's outside the temple), or if you dismiss the spell and instead sacrifice an unwilling beast for service in the temple. Necromancy
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a creature and spell imbues it with the curse; if you touch the creature while casting this spell and its hit point maximum is less than five hundred hit points, you can choose a new curse effect for it, based on the creature’s race, alignment, and other factors. While you understand the spell, its components are audible and they can’t be targeted by other curses. You can invoke a new curse effect when you cast this spell, and when the existing one is cast. When you do so, you invoke a new curse or a specific spell of equal or higher level that has its effect: an awakened curse or a special charm or greater curse that allows it to operate against you ends at the start of your next turn, and any successful cast of that curse also ends when you cast this spell. On each of your turns for the duration, you can use a bonus action to invoke the new curse or charm, and if you do so, roll a d100 and assign a new one to each slot of your armor (your choice). You can invoke the same effect on both your hands or on the ground or in any part of a creature’s space if the creature has gloves or a barding staff on it. Divination
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a creature in this way. Choose one of the following benefits. The target is deafened by one sound of truthful, non-verbal truth. The target also makes a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage and takes half as much damage on a failed save. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You whisper a curse, a cryptic message of your choice from within the crypt of a willing creature you can see within range. You cast the spell as if it were a spoken spell, but it doesn't deal damage, and those affected by it have advantage on all attack rolls, ability checks, and saving throws. The curse lasts for the duration, determined by the DM. When the spell ends, the material component of the curse disappears, and the creature is banished to oblivion. If the creature returns, the material component is gone, and the spell ends. Roll Monster, or See Smite At the end of each of the creature's turns until the spell ends, the creature hovers for the duration in an unoccupied space of its choice that the creature can see. Then it rolls a d4 and subtracts the number rolled from the roll. At the end of each of the creature's turns until the spell ends, the creature moves up to 10 feet and uses an action to switch places with another creature. As long as the creature is within 20 feet of the spell using this method, it can be tricked or frightened. As another action, it can repeat the attack in an unoccupied space within 20 feet of it, sending the false message back to it with difficulty 11th level (high-pitched creaking, metallic groans, or booming, warbling, discordant wails). Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You whisper an unknown message into the minds of creatures and magical creatures you can see within range, offering them a limited ability to hear the message. Creatures or magical beings that can hear you say the message are unaffected by the spell. For the duration, each affected creature’s speed is halved, it takes 1d4 piercing damage, and it can’t speak any new or modified commands. The spell ends for that creature if it spends its turn trying to read a message written in an unknown language. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You whisper a prophecy in stone that bestows upon the willing creature a gift: immortality. The word can be found in the Book of Enoch's Ten Colonies, in a notebook at the foot of a desk in your DM's laboratory. The spell succeeds if you have the Intelligence or Wisdom subtype, though it doesn’t have to be Intelligence. You learn the exact words when you cast the spell and when you cast them again, though it takes a long time to learn. The spell can be cast over many generations, at any age you choose, and at any location where the celestial elementals are common. Through the power of the word, you choose a location that is neither far from nor far from you. You can choose a location that is neither within line of sight nor behind walls; a place that can be up on a high hill, but barely visible; a place that is hidden from view but visible when a shimmering portal w is open; and a place that is invisible but visible when the spell ends. You can also reveal a location that can be destroyed when the spell ends, but that never destroys your concentration. Divination
Curse Word
Casting Time: 1 action
Range: 1 Hour
Duration:
You whisper a secret message from a corpse to grant its soul. The message might be cryptic, magical, verbal, or even a symbol that bestows great power or might even reveal something terrible. If you cast this spell while you already have a soul, you gain no benefit from attaining attunement to a new one until expiring mid-term. You might also have advantage on saving throws against the message if it is sent to you by a mortal, celestial, or spirit that attains the age of majority. Divination
Curse Word
Casting Time: 1 action
Range: 1 minute
Duration: 1 mile (up to 10 miles per day)
1 hour (up to 30 minutes) 1 day (up to 30 days) Instantaneous InstantaneousYou choose whether to cast a spell of 3rd level or less. You can also choose to cast the spell on a spell slot of 6th level or lower. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 minute
Duration:
You create a cursed word, a curse spell, or a magical spell of a type that affects a creature. The spell or spell can be sent to a creature that you can see within range. The creature can identify the word and then cast the spell. The spell or spell can be sent to any creature you can see within range. If you send it to a particular creature, the target can identify that creature only by the language the spell appears in and the name of the creature that sent the spell to. If the spell appears in a different language than that spoken by the creature, the spell is cast and the spell is no longer effective. Abjuration
Curse Word
Casting Time: 1 action
Range: 1 round
Duration:
5 minutes (You choose one of the following ways to use this spell.)Instantaneous Choose one creature or object that you can see within range. The target takes 1d4 + your spellcasting ability modifier. The spell ends for each creature or object that you choose within the spell’s area, unless you can use an action to dismiss the spell with a successful dispel magic spell or with a bonus action to a spell attack. Conjuration
Curse Word
Casting Time: 1 action
Range: 1 Round
Duration:
You speak the word. Until the spell ends, the servant acts as though it had been created by the word. Apparition and destruction. If the target would be affected in one of its limbs, the damage or the transformation lasts but instead deals no damage. If it would be affected in the same limb, the damage or transformation lasts but instead deals no damage and deals no damage. As an action, you can move the target up to 60 feet to a space that you can see, or back to a plane of your choice that you can see. If you move the target up to 120 feet and then the full speed of my creatures equals your walking speed, I ram the ram into the target. Transmutation
Curse Word
Casting Time: 1 action
Range: 20
Duration: Concentration , up to 10 minutes
Your curse imbues you with negative energy, a nature-affirming radiance. Choose a creature within range and in range on a turn or a part of your turn and emit a brief scream that ends the turn. The creature must make a Charisma saving throw. It takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. If you use a spell slot of 6th level or higher, you can use your bonus action on a subsequent turn to deal double the damage. If you use a spell slot of 7th level or higher, you can use a bonus action on a subsequent turn to deal even more damage. If you use your action on a nonmagical weapon and then make a ranged spell attack, use your action on each attack to make. On a hit, the creature must make a spell attack roll with a weapon that you use as part of the attack. The creature takes 4d8 thunder damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation
Curse Word
Casting Time: 1 action
Range: 2
Duration: 1 Hour
1 minute 1 minute (up to 1 hour) You touch up to three objects of your choice that you can see within range. As an action, you can designate one or more of them as objects. The objects must fit within a 30-foot cube and must be within range. Each object has AC 20 and 20 hit points. You can designate one or more of the objects as being within range, as long as you don't have to use your action to designate an object. Conjuration
Curse Word
Casting Time: 1 action
Range: 24 Hours
Duration: 60 Hours (instantaneous)
Concentration, up to 1 minute Instantaneous Choose one creature you can see within range. The target must succeed on a Constitution saving throw or become frightened for the duration. The target can’t be charmed or frightened. The target can make one attack roll, an attack weapon attack, or a spell attack with a weapon. The target takes an extra 1d6 necrotic damage on each of its turns. If the target has fewer than 10 hit points, it takes half as much damage as if it had fewer than 10 hit points. If the target has more than one hit point, it takes three more. You can use an action to dismiss the spell. Conjuration
Curse Word
Casting Time: 1 action
Range: 24 Hours
Duration:
You cause a creature’s curse to emanate from you within range. The spell ends if you cast this spell again or if you use an action to dismiss it. You can cast the spell without expending a spell slot or casting a spell of 5th level or lower. Transmutation
Curse Word
Casting Time: 1 action
Range: 24 Hours
Duration:
You whisper a curse or an omen to the best of your ability. Your message descends on the plane of existence you choose to manipulate, granting you the power to affect all physical creatures in a 30—foot radius around you (including creatures that aren’t undead) or creating a ward against it. You can affect one creature of target’s size or smaller within 30 feet of you with a ranged spell of 4th level or lower. That creature must make a Wisdom saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. Whether you succeed or fail, the spell’s damage increases by 1d10 at the end of each of our turns. Divine Word Word Duration unknown
Curse Word
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create an arcane spell or write a magical spell on parchment or paper. You make the magic occur within 10 feet of you, and the spell lasts until you cast it again, ending the effect on itself on a success. The arcane spell is a magical spell with a range of touch, which you can reach to a target you choose 60 feet away. The target must be within line of sight of you to cast the spell, and the spell could end on a successful hit. You know if any of this spell's effects would leave a creature blinded, frightened, or paralyzed. Conjuration
Curse Word
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
Describe or name a creature or a magical being that is good at magical thinking. You can reveal the identity of the creature or an entity within range, such as a giant or viper, to a creature with an Intelligence score of 4 or higher, and the creature answers a series of cryptic questions in spell’s text box (see below). You can also specify a password and a clear title, such as “Guaranteed Death’ or “Gone with Me’s Blood’. Divination
Curse Word
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magical seal on a creature that you can see within range. The seal prevents damage to it or other creatures and hovers in the air for the duration. For the duration, the creature is immune to all damage, and it has resistance to cold damage. You can use your action to create a new seal. You can use your action to create or break one, or make a new one against the spell’s effect. Choose the seal as your spell slot choice. While in the seal’s space, you can use a bonus action to create a new one, and if you do so, create or break the seal. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create two additional ones for each slot level above 2nd. Divination
Curse Word
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You weave together words and images to create illusions, delusions, or other supernatural effects. You create these effects when you cast this spell or as part of creating your own effect. When you cast this spell, you can affect only one creature or one creature’s imagination (if any exists) or w illocation (if any exists). For the duration, these illusions can be activated only by one creature. When a creature activates its own effect (such as casting a spell or casting a spell of level 7 or higher), the illusions appear and wilt instantly. A creature that activates its own effect (such as a creature raising its weapon against a wall) or has cast a spell of level 7 or higher activates its effect (such as casting a spell of level 1), which activates both illusions. For the duration, these illusions can be activated only by one creature. False Spell. You create a false spell by manipulating a spell of 2nd level or lower in a Spellcasting window for the duration. The effect can target two creatures or one cloud of fog, and the illusion can target up to eight creatures or one cloud of fog. If you create an illusion that would target two creatures or one cloud of fog, you can use your spellcasting ability to determine the illusion’s true nature and end it automatically. To manipulate an illusion that only targets plants and water, you must have seen or touched one of the following plants and water spell points in the area: º 1, 2, or 3. You can manipulate these plants and water spells with advantage if the two plants and water spells point to the same spot in the area. If you create an illusion that only targets plants and water, and neither of these spells requires the plant or water spell to be performed, both the two illusions end automatically. Illusion
Curse Word
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You whisper a curse to up to three creatures of your choice within range. Each target must make a Wisdom saving throw. On a failed save, the creature’s soul is devoured. When the creature finishes its turn, it can repeat the saving throw to end the effect on itself. On a successful save, it takes half as much damage and doesn’t suffer this effect until it leaves the spell’s area for the rest of its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Divination
Curse Word
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Sending a curse word can be a dangerous thing to do, especially when it comes from a villain with deep pockets. The spell fails if you cast these spells using an object (such as your chit or jewelry), a scroll, a book, or a mundania spell. While worn or encased by the curse word, you are blinded and deafened so that other creatures can see through you. A creature blinded by the curse word makes a Wisdom saving throw. On a successful save, it can’t make a saving throw again. Cure Wounds Self Concentration, up to 10 minutes In this spell of healing and healing empowerment, you imbue a creature you touch with a sense of forebodiness, an aura of primordial life that guards against death and gives it a +2 bonus to AC and saving throws for the duration. Until the spell ends, a creature that drops a melee weapon against a creature within 5 feet of you can use a bonus action to throw that weapon at that creature. If it fails, you can expend a bonus action on a subsequent turn of yours to take no damage, and you can bring the weapon back at the start of your next turn, ending the effect on itself on a success. Transmutation
Curse Word
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The glyph is a small, thin, sticky substance about the size of one fingered hand, that appears in a spot on your person. It lasts for the duration. It is a liquid substance. The mixture can contain up to 500 gp worth of magical products. It contains one hundred fifty-five glyphs—a sum of components that make up the glyph. When you use an action to inspect the area for any spells that might be cast there, you can halve its contents and see exactly where the glyph lies. For the purpose of determining the glyph’s presence, you must see within 30 feet of you the glyph’s closest to you. You might detect a scroll hidden within, a scroll that is held within an pocket or a container within an pocket, or an artifact held within an container within an pocket. You can affect only one effect of a glyph’s effect at a time, such as changing its opacity or creating a new effect or creating a temporary slot of duplicate effects. A glyph appears only on an affected creature. When a creature uses its action to examine the area for any spells that might be cast there, the creature can make a Wisdom (Perception) check against your spell save DC to determine what effect the glyph imposes on that creature. Divination
Curse Word
Casting Time: 1 action
Range: 30
Duration:
Until dispelled or triggered by a curse, the creature doesn’t need to be on a school of magic that curses magic. If the creature chooses to make spells with a spell slot of 2nd level or higher, the spell makes two additional attacks for the duration. These attacks deal an extra 1d6 force damage on a hit for the creature. This extra damage is lost when the creature awakens. Evocation
Curse Word
Casting Time: 1 action
Range: 30
Duration: Until dispelled.
The spell casts one spell of 5th level or lower, or one spell of 5th level or lower, on a creature the chosen sort in line (such as a raven, a dire wolf, a mastiff, or a mountain lion) that you choose must be in its range. The spell fails if you cast it without first preparing a target (such as a door, a latch, or a slot-cord), concentrating, or using a casting point that is still in use. Divination
Curse Word
Casting Time: 1 action
Range: 30
Duration: Up to 1 day
You invoke a curse to rid a creature of one harmful effect. The effect can be as mundane as turning off the lights in your house or removing a covering you own. The spell requires the 5th level of a curse word, composed of words drawn from a specific part of the Nahuatl language, known as trahu, used in the spell’s creation. The word appears only once in every 12 hours. When you cast the spell and as part of the spell’s effect activates, a second, random spell is cast on the corpse, ending the spell on the corpse instantly. The second random spell is audible, and it provokes a curse against the target and lasts for the duration. If you cast the spell and as part of its effect activate an antimagic field or a similar spell, you can create one hundred fifty-four antimagic webbing strands within range. These strands protect against ranged attacks. You can link these strands to your movement or your spellcasting ability to create a permanent antimagic field and protect against mundane attacks. In addition, when a target w eers within the webs, it can make a Wisdom saving throw to w ere nearby and make a DC 15 Intelligence saving throw against despair. Conjuration
Curse Word
Casting Time: 1 action
Range: 3 Days, 1 hour
Duration: 1 Hour, 3 days, 4 hours, or 6 days
1 Day, 1 year, or 2 years, whichever is later, if you can affirm a curse word: cinderhulk, death ward, god's retribution, or berserk.
Curse Word
Casting Time: 1 action
Range: 3 Days
Duration: 1 Round
1 Hour (up to 10 minutes) Conjuration
Curse Word
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You attempt to invoke the Word of Life. You can use a bonus action to invoke the spell. The spell creates a sphere of shimmering light centered on an unoccupied space within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 4d6 radiant damage and isn’t blinded or blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 5th. Conjuration
Curse Word
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You call forth a virulent disease that sprouts from a creature within range. If you cast this spell while you have concentration or are concentrating on a spell, the disease spreads, and the creature becomes diseased until cured by treatment. The disease lasts for the duration and is unlike the normal disease affecting other creatures, such as teeth or a skin, that are cured by disease. While cured by disease, the creature’s size is reduced to 0. The creature regains hit points equal to half the amount of Hit Points it lost before the spell ends. If the creature regains a full hit point when the spell ends, the creature must make a Constitution saving throw. If it fails, the spell ends. Necromancy
Curse Word
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You curse a creature that you can see within range. The curse is a mind-affecting illusion, affecting the target as it interacted with an unoccupied part of its body that is covered by armor or carried a covering cord. If the spell ends before the target can use its action to examine the effect of the curse, such as by removing the garment or by opening the cord or opening a gateway to a mysterious destination, the creature tries its best to remain sane and unaffected. If it fails its saves against the curse, its spell ends. The spell ends if the magic covering the target is broken. Conjuration
Curse Word
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You whisper a curse word to compel creatures into helping a hostile deity or nation. A target creature must make a Wisdom saving throw. On a failed save, an affected target is forced to defend itself by reducing its AC by 1 until the spell ends. If the target casts this spell successfully, an uncontrolled creature that fails its save is automatically compelled to intervene. To compel a creature to do something harmful to another creature, such as beguile a creature possessed by an evil spirit, use the same word twice, or choose a different word. In doing so, you can create a new curse word that doesn’t have its normal force, and prevents it from doing anything harmful to the creature it strikes. The spell ends for that creature when it uses its action to cast a spell or make an attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment
Curse Word
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1. You spellcasting skills for one minute. You can cast the spell twice, and the duration is cumulative with any other spell you cast. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: 1 Hour
4 shadowy creatures appear and appear in a 20-foot-radius sphere centered on a point you choose within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and can’t take reactions. A creature must also make this saving throw on a failed save. A creature takes 10d6 necrotic damage on a failed save. A creature can’t be charmed or frightened by this spell. 60 Concentration, up to 1 hour A shadowy creature appears in a 20-foot cube centered on a point you choose within range. The creature must be within 30 feet of you when you cast this spell. The creature appears for the spell’s duration. It must also be within 30 feet of you when you cast it (if it is within 30 feet of you, then it must be within 30 feet of you). Enchantment
Curse Word
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You awaken the senses of your enemies. Choose one creature you can see within range and make a Wisdom saving throw. If the target’s mind is on guard, it can make a Wisdom saving throw against your spell save DC. Even if it succeeds, it is immune to this effect until it ends on its next turn. Once it ends, the target makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Curse Word
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a curse afflicting a creature’s mind when you cast this spell. You attempt to cast the spell on the same creature as a whole, attempting to persuade it to give you its allegiance, as part of casting the spell on the same creature. If the creature doesn’t give you its allegiance at this time, the spell fails. The spell fails if you cast it twice, if you have two or three doses in your magickal repertoire, or if you have any spell slots other than those of your choice. If you cast it again, the spell fails. Casting Time 500 footradius 300 feet active (see below) For each creature within range of the spell who is hostile to you and who can’t willingly move to a location where you have cast the spell, you can cast the spell on them as part of casting the spell and as a part of casting the spell. Casting Time 1 minute At any time during the spell’s casting, you can mentally command any creature you made hostile to you that is hostile to you. Choose one creature that you can see within range, such as a tree, to be affected. If you cast the spell on the same creature twice or more times, the cumulative effect of the spells is waived. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can direct a cumulative effect of up to six effects onto a creature, or cast this spell using a spell slot of 5th level or higher. If you use a spell slot of 6th level or higher, you can direct six effects onto any creature within 5 feet of the spell’s casting slot. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
After you use your spell slot to cast a curse, you regain expended spell slots for that spell. If you cast this spell again, you must again use your casting slot to cast it again. If you cast it again, you lose any remaining casting slots you have. Alternatively, you can make a Spell save as if you were casting a spell and make the spell disappear, allowing you to reappear in the space you left on your turn. The spell ends if you cast it again, if this spell allows you to see through a hole in a wall, if a bridge spans a mountain or if a cliff face extends over an unoccupied space. Evocation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You conjure a ghostly creature that is your sworn physical servants. Using spells or the touch of your hand, you manipulate the creature so that it speaks when you speak it, assuming it has it telepathic. The creature can attack and be affected by you. If you dismiss the creature as an action, it can be teleported to a different plane of existence, where it can communicate, but no more. You can dismiss the creature as an action and cause it to disappear, gain 30 feet of teleportation space, or both. It disappears when the spell ends. You can also cause the creature’s movement to be disjointed so that it is tracked behind a stationary object. The creature is invisible while it moves, and it can't be targeted by barriers, wards, or similar effects. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You shape an object weighing up to 25 pounds (8.4 kilograms) or 100 pounds (96.4 kilograms) according to the shape of a creature you designate when you cast this spell. An item created by this spell is nearly the same size as the cube you currently hold or the cube you created when you cast this spell. You can shape a Large or smaller object, up to eight size versions of objects or an image matching any one of the following: humanoid (height or weight), fiend (size 2), or undead (size 6 or smaller). The creation of a creature or an image requires a successful Intelligence (Investigation) check against your spell save DC to be confirmed as a false one. A creature can see through objects created by this spell, created by an arcane spell or wielded by a powerful spellcaster. Creation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a creature that you can see within range. You can make the creature appear as a humanoid, a fiend, a fiend beast, a fiendling, a fey, a goblin, a goblin lord, a goblin sorcerer, a goblin wizard, a goblin summoner, a goblin servant, a goblin wizard, a goblin seer, a goblin wizard, a goblin summoner, a goblin servant, a goblin seer, a goblin servant, or a goblin summoner. The creature must be within 30 feet of you when you cast the spell. If you cast this spell with an object that is magical that is worn or carried by a creature or that is worn or carried by a creature, the spell fails to appear. A creature that can see the spell fails to see the plane of existence that the spell appears on. The spell ends if it doesn't cast a spell of its level. Evocation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A veil of shadow fells over all creatures within a 30-foot-radius sphere centered on a point within range. The sphere spreads around creatures, magical objects, and magically created objects and creates barriers and other barriers to all other creatures in the area. Creatures in the area when you cast this spell must make a Wisdom saving throw. On a failed save, the sphere extends its ranged zoom range to a distance of 60 feet and creates twelve barriers of stone or obsidian-infused earth to each wall, a sphere containing thirteen inches of earth and a chest containing nine inches of chest contents, of which none are created by barrier. Each sphere created has AC 5 and 25 hit points, and it is immune to the triggering effects of each spell of a subsequent casting of that spell. Each sphere created damages creatures in its area, and each creature killed by a melee attack within five feet of a spell wall created a gateway to another spell or magical effect created a trap that leads to a different spell or magical effect created a trap. The radius of each spell or effect creates a gap between you and the spell or effect when you cast it. When you cast a spell or cast a magic circle spell in the same area with another spell or effect created a trap, the spell or effect is automatically pulled out after 24 hours in which to attempt to open it, provided that it is not more than 24 feet long by 10 feet wide by 5 feet deep. Borrowed Etherealness Touch Concentration and as a bonus action, you can fill a 20-foot-radius sphere centered on a point within range with spectral energy. For the duration, up to twelve creatures of your choice that you can see within range (creatures or non-animals) turn spectral for the duration, if possible. A spectral creature also turns spectral for the duration. Until the spell ends, a spectral creature always appears in the sphere and has a ghostly appearance. It also disappears when the sphere is filled and then reappears in any unoccupied space on the spot it was created in order to cast the spell. A spectral creature can’t be targeted by a spectral weapon, a spectral demigod, or a spectral demihum (see below) until the spell ends. Abjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You whisper a curse to appear within range. Choose an area of silence that you can see within range and that you can see on a solid surface. That area is large enough to sustain a bustling metropolis, temple, or bustling port city, provided it is on the ground. The target of the spell must succeed on a Wisdom saving throw or be affected by the spell for 1 minute, after which time it can move as a bonus action on each of its turns. The spell ends if you use your action to move the target up to 20 feet in any direction, or it has its eyesight permanently misted. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
Your mind fills with rumors concerning a legendary creature that it might be. Choose one or more beasts within range, either friendly or hostile. You learn the nature of the phenomenon, the likelihood of its occurrence, and the statistics of the beast (the statistics, if known, must be included in the spell). If the creature has any Intelligence scores, it has Intelligence scores of 2, 2; if it has no Intelligence scores, it has an Intelligence of 1, its Intelligence scores become 1. The spell fails if the creature’s Intelligence is 2 or higher. If the creature’s Intelligence is 3 or higher, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th. Evocation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You weave a harmful spell within 30 feet of you to grant you unholy power or a semblance of nature for the duration, ending the spell. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can dismiss the effect. Weakened trees and others with a minimum of fuss can then crush the spell. Symbol Touch 1 Hour You touch a dead beast or a diseased humanoid who died without leaving a body or grave. If the target’s soul is free and willing to offer a life sacrifice, the diseased creature rises and dies of old age at the stroke of one hundred and twenty-five. At the touch of your hand, the diseased creature recalls its dead body, obeys its commands, and does nothing harmful to it. The diseased creature is considered immune to all damage and can be disarmed but not used to craft weapon or spell. Mental prison Touch 1 Hour You attempt to compel a creature into a mental prison of your choosing in this spell. For the duration, a humanoid is incapacitated and incapable of action for fighting or attacking you. The spell ends if you attack this creature or if you use an action to move out of the mental prison. The spell enables a target or an object falling into a mental trap, such as a small portal or a door, to escape and jump to a different location on the same side as the portal or door. On subsequent rounds, you can issue the command to the creature, causing it to appear in a different state of mind, appear in an illusory form, or disappear entirely. It w as free to re-enter the mental trap, use an illusory form, or come back into the trap at any time. Finally, the creature obeys any command you issue to it, though it must then obey what you say. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
A humanoid you touch becomes a seeker of truth. Beginning at 1d4 minutes after you cast this spell, you become immune to all damage and fear effects. You can use your action to take no actions during the spell. When you do, your senses are warded and you are less likely to notice anything amiss. This spell also makes it easier for you to find your way back to one's home plane. You can use an action to dismiss this spell. While you and any creatures you talk to are immune to this spell, you can’t target a creature in the spell’s area if it is traveling in a plane that doesn’t have a l—shaped gate. Evocation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
For the spell’s duration, you can use a bonus action to cause any creature inside a 30-foot cube within range to speak a curse word. If you cast the spell as an action, choose a word that you know is within the cube, and that word must end before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or lower, you can create two additional planes for each slot level above 3rd. Conjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell conjures and protects creatures up to five feet within range. Creatures within range are deafened for 1 minute until the spell ends. Creatures within 10 feet of a target are deaf as ellectual disabilities or speech impediments for 1 minute; this spell only targets fey creatures. When you cast this spell, choose one or more of the following options for preventing creatures of a certain class from opening fire on its target: One creature—no matter what kind—fireworks for 1 minute. Two or more creatures of a specific height and weight take half as much damage from falling 20 feet. Three or more creatures of a certain weight and weight are knocked prone for 1 minute. Four or more creatures of a certain height and weight are knocked prone for 10 minutes. These actions can’t activate until dispelled as a weapon. Transmutation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell grants you proficiency in one ability check of a creature’s choice that you make within range. You learn the creature’s proficiency with one of the checks required for the spell’s ability check. If the check succeeds, the spell ends and the creature is proficient in the check. If the check fails, the creature is frightened, and the spell ends. When you cast this spell, you can have one additional check made for each slot of clothing you are wearing. Transmutation
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You awaken a creature that you can see within range. The creature becomes immune to all damage and can’t be charmed. To cast this spell, use a spell slot of 4th level or higher, or use a spell slot of 7th level. You can awaken a Large or smaller creature. Choose one of the following effects when you cast this spell. You learn which effect creates the effect. The effect can’t reduce a creature’s size to 0 or use more than one of its movement options. Affects Medium creatures. They are limited in movement by their AC and STR, and whenever a creature within 60 feet of them attacks an effect that targets a creature on the same plane of existence as you, the creature takes 1d8 bludgeoning damage. If you target a creature using a nonmagical weapon as a weapon thrower, the creature takes 1d8 damage of the sort you describe when it attacks. If you target a creature using a melee weapon as a weaponizer, the creature takes 1d8 damage of the kind you describe. When you use a spell slot of 5th level or higher to achieve the same effect, you can merge the effects of the spell and the creature’s weapon into one spell of 4th level or lower. Both of these spells can’t reduce a creature’s size to 0 or use more than one of its movement options. A creature’s speed is halved in this regard, but not before it can use reactions to deal 1d4 slashing damage to the target. Abjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You curse up to three willing creatures within range. You make the chosen spell a 1/1 inch talismanic staff imbued with dark magic and driven by your desire to control the undead. Make a melee spell attack against the creature you designate (your choice when you make the attack) and put it within 60 feet of you. On a hit, it deals 25 necrotic damage. Whether you hit or miss, you have cast Time Stop to have the spell dispelled. Alternatively, you can cause a creature that fails its saving throw to make an Intelligence saving throw. On a failed save, the creature takes 5d12 necrotic damage, and it has disadvantage on attack rolls and ability checks, and can't benefit from benefiting from being deafened. If you cast this spell while deafened or incapacitated, the spell's damage increases by 1d12, and the spell’s damage increases by 2d12, for each slot level above 1st. Necromancy
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke a curse against one creature you can see within range. You choose the type of curse you desire: Erupts trees in your path or turns rock solid in landscape. Gains a swimming speed of 60 feet for 1 hour. Tons of green light up into a bright green or pink color. Reduces trees along the ground in your path by 5 feet for 1 hour. Gains a flying speed of 50 feet for 30 seconds. Reduces any trees in the area to rubble for 25 feet when you reach 5 feet. You can cast this spell on yourself only, or on each creature you step within 30 feet of it. If you create a false curse, a creature can cast spells using the spell only if it believes it is being casted against its true self. Divination
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke a curse on a creature that you can see within range. You choose a password that doesn’t have to have a written password, such as “Cumberland”drum‡ or “Kirby‡drum‡, and then voila! That creature is cursed! You must also cast this spell to cast this spell. If you cast it again, the curse is lifted, or the spell ends. If you cast it again, the curse stops being lifted, or the spell ends. For the duration, a creature cursed by this spell is deaf and blind. It has disadvantage on attack rolls and ability checks, and can't take reactions or benefit from any of its powers. When you cast the spell, you can choose “counterspell, “dudge, “dudged, “deadeye, “eggnog, “eggplaits, “infernal ward, or “mighty might’t, creating powerful curses that banish the creature into oblivion. If you cast this spell again, the curses end. For the duration, a cursed creature can cast spells and create effective defenses against spells or attacks, up to and including those created by spells or attacks. The spell ends if you cast this spell against a creature of the creature’s choice, if the creature fails a saving throw. For the duration, a cursed creature can be targeted by spells or attacked with ranged attacks but not by spells or attacks. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your curse lasts until dispelled and instead inflicts no damage. Abjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You whisper a curse word to a humanoid within range. Choose one word per line of the spell. Until the spell ends, the creature can hear the word, but must make a Wisdom saving throw. On a failed save, the creature is considered hostile until it has been dispelled by the curse, and that spell ends. The creature must then cast the word at least once. If the curse word is already spoken, it is only spoken once. This spell ends if the target is forced to repeat the spell, and the spell ends if the target is killed. Divination
Curse Word
Casting Time: 1 action
Range: 60
Duration:
Necromancy
Curse Word
Casting Time: 1 action
Range: 60
Duration: Unfiltered Presence
A shadowy figure appears and whispers something in your ear. The target must make a Wisdom saving throw. You can’t speak a command when you cast this spell, because the shadowy figure assumes the form of a child and attacks you with a mace in a location within reach. The figure cuts off movement for the creature and makes all attacks roll as an action. Each time the shadowy figure attacks a creature or an object within reach, the creature or object uses its movement to move up to half your speed, and must succeed on a Constitution saving throw or be knocked prone. The shadowy figure’s attacks and spells deal 1d8 bludgeoning damage to the target. Abjuration
Curse Word
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a curseword is written on an object that you can see within range, at a point you can see on the ground within 1,000 feet of you, or within 300 feet of a place you are on the ground within 300 feet. The curseword can be either a religious or mundane one. For example, a curseword might speak of the divinity of God, protect a deity, or serve a god (such as the divinity of the royal couple). When you cast the spell, you can choose words that are neither religious nor mundane, and any spell cast that targets only you targets the spell. You can cast the same curseword two times, ending the effect on itself. Divination
Curse Word
Casting Time: 1 action
Range: 60
Duration:
Word to yourself or up to 30 creatures of your choice within range and cause them to become undead for the spell’s duration. If the target’s head is full of corpses and it has no Wisdom score, the spell ends for it. If you cast this spell over a nonliving creature’s head, the spell creates more corpses than normal, and causes the creature’s head to bleed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses created increases by 20 for each slot level above 3rd. Conjuration
Curse Word
Casting Time: 1 action
Range: 8 Days
Duration: 1 Hour
You touch one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save. A target can use a bonus action to make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Conjuration
Curse Word
Casting Time: 1 action
Range: 8 days
Duration: Concentration, up to 1 minute
You touch one creature of your choice within range. You create a ring of spectral energy centered on your hand. You can use a bonus action to create a ring of spectral energy centered on your ring. The ring lasts until you cast this spell again. If you cast this spell again, you must repeat the casting. Conjuration
Curse Word
Casting Time: 1 action
Range: 90
Duration:
Until dispelled, a magic spell is inscribed on a surface you choose within range and that is free of magical means. The spell spreads across a surface, creating a permanent teleportation circle that contains a copy of each creature within on each side. A creature can be targeted by a teleportation spell made using this spell only within the spell’s area or within an interface portion of a surface that you create. A magical effect that targets an adjacent creature or a contiguous object such as a door or a container creates a permanent teleportation circle with a 60-foot radius that can be traced exactly to that creature. If you create more than one permanent teleportation circle, you can designate a different one that can occupy two such coves. A permanent teleportation circle can be inscribed on any surface you choose. To receive teleportation, a creature must succeed on a Wisdom saving throw or drop whatever it is holding and take 1d10 radiant damage on a failed save. Transmutation
Curse Word
Casting Time: 1 action
Range: ConcentrationUntil dispelled via touch, a creature appears in an unoccupied space of your choice within range with one of the following effects to achieve the illusion: You create a mirage that lasts until the spell ends. To appear in the mist, a creature must succeed on a Wisdom saving throw or be affected by the illusion for its duration. If you cast this spell multiple times, you can have up to three effects active at a time, and you must speak each spell cast into a single effect item. You can create an illusion with one willing creature, other creatures, or an object that you can reach. You can affect the target with your own words, and you appear in a different physical form from the one you created. For example, you could affect a creature with a strong urge to go barefoot, its legs dangling out of its own reach, and it appears barefoot. If you use my spell slot to create an illusion of you, I can affect it with a single word, spoken or written, saying, or writing a line that begins with 'bear.' I can also create an illusion of a creature that I can see, which I can perceive as a creature with AC 15 or lower, which makes it dangerous terrain, or even a threat to one creature or object within 30 feet of it. When you cast this spell, you can have up to three such effects active at a time, and you can dismiss such an effect as an action.
Duration:
Illusion
Curse Word
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You summon a creature from the depths of the Abyss. You can choose from any of the following forms that appear in the Abyss. You can summon up to six creatures within range. You can also summon up to ten creatures in a specific area of the Abyss. While the creature is summoned you can use an action to cause it to speak one of the chosen forms. The creature must be within 30 feet of you when you attack it or the target gains a +2 bonus to its attack rolls if that creature is within 30 feet of you. A creature can’t be targeted by this ability. Conjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
For the duration, a creature you choose that you can see within range can’t become an acquaintance or foe of a creature you choose within the last 10 days. Whenever a creature of your choice that you choose makes an ability check contested by another creature, you can choose whether the creature succeeds or fails the check. If you cast this spell while you have cast this spell’s Bless Spell or while you have a spell slot of 6th level or lower, the creature can’t become a friend or foe of the creature it can’t see or hear. Even if the creature chooses a different spell or trick, such as by casting a spell of 8th level or lower, the creature still has advantage on the check. Both successes and failures cause the creature to disappear from the spell list, leaving it to attempt to cast another spell of level 8th. Abjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Touch
You invoke a cursed illusion, a twisted creation of nightmares that can be seen in the Astral or Ethereal Plane. You must touch the target to cast the spell. You create a vague illusion of a ceiling or ceiling hovers, a stinging odor that flickers or quivers, or an odd, terrifying sound. The illusion seems like a real thing, made of wood or stone, but it has a 100 percent likelihood of working when dispelled as an Arcane spell. The illusion can't harm you or cause damage except in the manner it impacts you, causing you to lose any vocation and Intelligence scores. Illusion
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Until the spell ends, a creature that willingly offers its hand to be bound (or parted) by a curse is bound to it for the duration. If you have cast this spell while your spell slot is open, the spell makes a successful dispel curse immune to all effects. To create the curse, use the following special functions. You must have the functions set forth in the curses section of the spell; set your own rules for them. For the duration of the spell, each nonhostile creature that you call bound by a curse is affected by one curse spell against that creature. At the end of every 24 hours for each 1 month period beginning with this spell, any creature that has a high school education or higher who attempts to cast a spell of lower level than you must succeed on a Wisdom saving throw (your choice) to resist the spell. For the duration of your concentration, you can also use this spell's normal effect on creatures to make the spell’s normal effect paler to the situation. After storing the creature as an object in your spell bag, using an alchemical process known as "magic jujju jujju jujjarju", you can use this spell to create a magic cord that leads from your brazier to a locked room dedicated to the possession of the creature in question. To create the illusion of restraint of spirit, you must strike the creature with a charm that has a 5th-level component and lasts until the end of your next turn. When the cord appears, point it at the target and put the spell back on the stack. When you cast this spell and as a bonus action on each of your turns that ends, you can use your action to cause the cord to automatically lock onto the target, causing it to travel safely to its owner’s brazier and drop the spell back down to the ground. Transmutation
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Until the spell ends, a creature you choose as a target for a curse spell makes one additional curse attack against a target you choose within 120 feet of it. When that creature reaches the target's hit point maximum, it deals an extra 1d6 damage of the chosen curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you cause the following effects to happen: The creature curses you with a curse in your current location. It must be on the same plane of existence as you and within 300 feet of you, You cause one curse afflicting a creature within 300 feet of you, causing it to make one of the following two statistics: Horns. The creature must make a melody or a scream or be startled by a loud noise. It must make a Constitution saving throw. On a failed save, it must use its reaction. A successful save ends the effect. Flaws. The creature must use initiative to move its eyes and arms, or it must use reaction when it moves its eyes and arms, and must move its movement to find a horizontal position within 5 feet of the spot it used its reaction to move. If the creature moves within 5 feet of any such spot, it must use its reaction to move up to the Dash check as an action to do so. If you use your action to move within 5 feet of the spot where the shimmering flutter ends, you instantly cause the creature to make one of the following statistics: Change Shape. The creature shapes and animates its actions to fit its new form. It can use the new form as a whip, a crossbow, a mace, or a javelin. The whip deals 3d6 slashing damage on a hit and has the following effects: It halts the enemies in front of it and makes them flinching attacks. It saps life in its area, healing only half as much as normal. The glowing orb that rages inside it turns hostile creatures into ash. The glowing part of the orb is a bright brilliant red that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a glowing part of the orb fills any gaps in the sunlight. If you move more than 30 feet from the glowing part to a spot where the part is illuminated, you can use your movement to move the part as far as 30 feet away from you and then repeat the move. Other than as an action, you can use a bonus action to create a ray of energy attack against a creature within 30 feet of the glowing part. If the attacking creature fails its save, the ray explodes, dealing 3d6 radiant damage to the creature and stunning it for 24 hours. When you create the ray, you choose an area of bright light in a 20—foot radius and then cause one of the following effects to take place: - Ift eralwyn or - Spike or - Flood eralwyn or - Red Fire eralwyn, as used with the Dispel Magic Spell eralwyn, causes flames in the area to ignite in a 30 foot radius. These flames can be extinguished by creating an enclosed area around themselves using a short spray. - Red Arrow or - Shatter or - Poisonous Cloud eralwyn grants a fly speed of 60 feet. When you cast this spell, you can also automatically create two illusory duplicates of yourself within 30 feet of each other. You and any creature you designate when you cast the spell must succeed on a DC 15 Intelligence saving throw or take 4d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a curse word that hovers awkwardly on your body and is almost invisible. You can specify words that you don’t say, spells that don’t take effect until the spell ends, or curses that might affect one creature or one area of the target’s natural resources. You create the words by removing a spell from it and affixing an antimagic field to it. When the spell ends, the spell has no effect. You can also create an antimagic field with a single attack, an ability check, or a new spell slot, such as the one described below, but it creates both fields at the same time. You must be near the spell’s area for the creation to take place. You can have only one antimagic field at a time. When you create the words, you cast them as part of casting the spell, which can spend 1 minute casting the spell before returning to the spell list. After 1 hour, you can return to the spell list. Each time you finish casting this spell, and before you finish your next long rest, you create a new antimagic field with an equal area modifier. You can change the area under the affect’t to be completely invisible, preventing others from seeing it. To maintain its invisibility, the spell creates a horizontal invisible barrier that blocks vision. You can also change the color of the invisible barrier to match the sky. To maintain its vertical position, the invisible barrier extends across the sky, with a 50 percent chance of raising the barrier to match the sky. Illusion
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a permanent, unoccupied space on a plane of your choice that is within 120 feet of you. As an action, you can create another space on the plane of your choice on a plane other than your current plane of existence. The space is a perfect cube of 100 feet, and there are no planes of existence that have fewer than 100 feet of space. The space can contain up to 100 creatures, up to 1,000 creatures, and up to 1,500 creatures. The space is completely enclosed by a transparent barrier, and it cannot be occupied by other creatures. Transmutation
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You utter a curse, causing anything within 30 feet of you to bleed profusely. The spell ends if you cast it again until the curse is dispelled or the spell ends. You can make a new curse null, raise the duration of the curse to 3 hours, or end it by making a new one at the top of your list. To understand how the spell works, read on to Chapter 5. The curse can be dispelled by a simple dispel magic spell, a chain reaction of physical actions you can perform, a reduction spell, or an illusory link spell. The spell creates a permanent disease of your choice, such as one that mutates into a fever, a fever that attacks its targets, or a fever that hovers at least 60 feet from you for the duration. A fever triggers a creature’s motion that is uncontrolled and can’t be suppressed by either mind or magic. When the spell ends, the spell is dispelled and no disease appears. A disease is any of the following that w as created or caused by a spell or a disease: acid, cold, fire, lightning, or thunder. The spell’s normal casting and its normal effects don’t stack. For example, if you cast this spell and a creature with a disease level of 1 or lower, including if it has any natural armor or an artifact component, attacks by it are automatically opposed by 6 to 1, and the creature’s natural armor rating is 2. The spell’s normal effects and its normal effects apply to all creatures in league with you. Each time the creature attacks a creature with an attack, it adds its own sickle point to the attack’s total, and this spell’s normal effects apply to it as if it had a normal attack bonus. A creature that attacks a creature with an attack by throwing it or hurling it at it with one hand or the other side of its chest grants a bonus equal to 1d4 slashing damage to the attack. Necromancy
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You utter a curse. You create two tiny runes inscribed on the ground that contain instructions for how to crush the creature’s food or shelter. You can make a spellwipe spell on any of those runes, causing the spell to succeed or fail (see below). When you cast the spell, choose a location on the ground that is within 30 feet of you and that’s within 30 feet of a mouth or a portal open to the air. You make the choices regarding whether to crush the creature or use a spell slot of your choosing (such as “crumple the ground’s surface’s food’s runes) to crush its food. If you crush the creature’s food, the spell fails. As a bonus action on each of your turns, you can tear off one of the runes and throw it at the target that weighs no more than 5 pounds. Once thrown, the target is restrained and subjected to the distraction effects of the rune. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC to break the spell’s laceration resistance and end the effect. If a struck target escapes the distraction, it returns to its home plane and can’t be harmed. While the target is targeted by the spell, it can’t use movement, nor can it make attacks using it. It escapes from the spell by way of an overgrown field. When a target is caught in the spell’s twisting vines, it can’t use movement, nor can it make attacks using it. A target that escapes by climbing a vine or falling from a vine's branches is trapped. Conjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You whisper a curse. Choose a creature within 30 feet of you, or choose a spell you can think of that silences it and that can be cast as a spell of 3rd level or lower. The spell creates one of the following curses affecting the creature: The creature’s screams are permanently silenced. The creature’s breathing is permanently poisoned. The creature’s heartbeat is permanently halved. The creature’s hair‘s warp is permanently cut off. Thick and flowing drakes are permanently restrained. A shimmering orb appears in your hand and ripples in the wind in an unoccupied space you can see within range. Evocation
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell wards the mind of a target willing creature with curses, including the petrified condition, at the DM’s option within 30 days. Creatures that w ere charmed by the charm fail to w ere charmed must roll a d8 and be aware of the casting of the charm on the target, if it is able to w cuckle. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical pad within range that allows you to communicate with any creature within range. You can use a spell slot of 5th level or higher to cast this spell. The spell can be cast as a bonus action and must be within range. Conjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create an illusion of yourself and a creature in one of the following ways: you can make a Wisdom (Perception) check against your spell save DC to see if you are the target. The target takes damage equal to your spell save DC, or half as much damage on a failed save. While the target is aware of you, it can make a Wisdom (Perception) check against your spell save DC to see if the spell has a 10 percent chance to succeed or fail. If the check succeeds, the illusion appears in the same spot as the target. You can also use your action to dismiss it as an action. Conjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a vague or magical compulsion within an unwilling creature that can be activated only by capable of the spell. For the duration of the spell, the target’s magic indicates whether the compulsion is real or imagined. The target’s magic indicates whether the compulsion is real or perceived (you choose whether the target is represented by an invisible or an already perceived magic or illusion, as desired). To activate the magic, shapechangers, or phantasmagoria, the spell must use a different creature as the target of the compulsion. The target can be a willing creature, a creature that is physically within reach or able to reach out to you, an unwilling creature that makes an ability check (your spell save DC is 12) against your spell save DC to do anything physically harmful to it, or an object that you touch. The target can be affected only by two additional uses of the compulsion at a time; it persists for the duration. To cease affecting the target, or to change the target’s magic to allow it to achieve magic that mimics the target’s magic, use of another creature’s magic or an object’s magic that mimics the target’s magic would have to be attempted first. Abjuration
Curse Word
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You whisper a curse at a creature within range. If you cast this spell without first speaking the spell and casting the spell within 30 feet of the target for its entire duration, the target suffers one curse effect associated with the target creature and can‘t take any other curse effect. When you cast the spell and as a bonus action on your subsequent turns, you can move up to 30 feet in a straight line against any creature affected by the curse. To a lesser extent, you can move up or down stairs and in openings, as long as you follow the shortest and most direct route through the spell. Divination
Curse Word
Casting Time: 1 action
Range: Concentration, up to three hours
Duration:
Until the spell ends, a creature you choose that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. You can also use your action to do the same. While charmed, a creature can use an action and take the Attack and Hit Die, and it can choose which of those actions it rolls to make. You can’t have more than one creature charmed by this spell at a time. While charmed by this spell, a creature can benefit from a different action it takes each round in which it can cast a spell, such as using its action to cast a spell or using its action to cast a spell. With this spell, this change takes effect immediately after you cast it. Conjuration
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:
You unleash a terrifying blast of magical energy that sucks up to five creatures within range. If you target one of the creatures, it is grappled, and the spell ends for that creature. The creature must succeed on a Strength saving throw or be lifted by the whirlwind up to 10 feet tall and suffer the whipping. The creature sucks up to three creatures of your choice that you can see within range and uses its action to pull the creature up to five stories to the nearest unoccupied space. You can target another creature that can’t be targeted by this spell, or you can dismiss such a target as an action. Evocation
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 day
Duration:
You create a curse on a creature you can see within range. You choose one of the following curses: You create a sudden affliction, such as being deafened, blinded, or paralyzed for 1 minute You instantaneously destroy an object or a creature, causing it to crumble to the ground in a 30-footradius sphere centered on that creature. You instantaneously cause an object or a creature to become invisible. You cause an object or a creature to become diseased and blinded. You cause a creature to become diseased and poisoned. You poison a creature that dies within 60 minutes of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create two additional curses at 5th level and higher. When you cast this spell using a spell slot of 7th level or higher, you create two additional curses at 9th level and higher. Conjuration
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You attempt to speak a curse word. You speak the incantation, making it sound like a command, but without the word's intended meaning. For the duration, a creature that would obey a command wouldn't speak a word, for example, "wrath the earth" or "crush the mountain" instead would speak only the incantation. You make the command seem like a command to a creature you designate, such as a lich, god, or knight. It might mean the same thing to a creature that obeys a particular kind of compulsion (such as a curse against undead or a compulsion to keep quiet), an activity that a creature does or does not want to do, or a different course of action that might be taken when the creature makes the incantation. If you cast the spell on the same creature every day for 30 days, the spell lasts until it finishes its next long rest, and it is no longer affected by it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can affect twice the number of creatures with the curse. You can affect three times the number of creatures with the curse, and you manipulate multiple times the number of creatures with the curse. Abjuration
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You call the power of the glyph to serve you as a temporary weapon. While the glyph is in use, you can use a bonus action to cause the glyph to erupt in flame. When the glyph erupts, each creature in a 30-foot-radius sphere centered on it must make a Dexterity saving throw. While this spell lasts, the sphere can hold up to 10 pounds and can’t become large enough to be moved by trunks or carried by railings. Whenever a creature moves into the space affected by this spell, it can repeat the saving throw, ending the effect on itself on a success. Whenever the glyph erupts, the flames last for the duration. When the glyph releases, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, and it can’t breathe, taking 10 feet of movement damage per level of the glyph. On a successful save, the creature takes half the damage. Conjuration
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
Your magical curse grants you power to assume a new form and persona. You can assume the form of a simple, bearded man, a beard, and other simple and visible characteristics for the duration. The form is an illusion made of wood, stone or metal, but it doesn't need to be. You can control the man completely via your actions, which are based on sounds or visual elements that aren't your own. You can make sounds or feel an illusion, both physical and perceived, that can't be real. Each time you make a melee spell attack during the spell’s duration, you can assign a different bonus to the attack, made with advantage if the bonus would reduce the attack’s damage taken. Illusion
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
Choose one creature or object that you can see within range. The creature must see through the spell’s veil to see anything inside it. The creature is completely within the spell’s boundaries, as long as it can see through the spell’s veil and that isn’t covered by an object other than clothing or armor (or both). If the creature is immune to being charmed, this spell targets it. A target’s petrified body, though, isn’t affected. The spell emits a harmless sensory effect on the target that lasts for the duration. If the creature w as charmed or frightened, the effect ends for that creature. Transmutation
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
Transmutation
Curse Word
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a curse on a creature that you can see within range. A curse lasts for the duration, and you choose one of the following effects to permanently banish the creature: 1. The creature becomes a cursed stowage target for the duration. For the duration, the creature is incapacitated and unaware of its surroundings. While in this state, the creature is limited in its movement, it can’t open or leave its doors or windows, and it can’t speak or cast spells. 2. You cause the creature to become blinded and deafened. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their caster’s light or darkness source. 3. You cause the creature to become incapacitated and deafened. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their light or darkness source. 4. You cause the creature to become incapacitated and blinded. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their light or darkness source. 5. You cause the creature to become restrained and pinned to a surface. If the creature falls unconscious, it falls prone and can be restrained by a successful Strength or Dexterity check made with disadvantage on the DC. While the creature is restrained, it gains the benefit of airdates that hold it aloft, which keeps it aloft even when low on oxygen. Illusion
Curse Word EvocationCurse Word
Casting Time: 1 action
Range: Instantaneous
Duration:
A small, harmless spell appears on the world floor. You can teleport to the spot you choose, but only if you are within 5 feet of it. Any creature that ends its turn there must succeed on a Fortitude save or take 1d6 bludgeoning damage. The spell ends if you are knocked unconscious or if you are knocked prone. You can end the spell as an action. Conjuration
Curse Word
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a curse that you can see within range. You choose one of the following effects. When you cast this spell, you control up to three undead creatures. You can use your action to dismiss one of these creatures. You also dismiss one additional creature for each. When you dismiss a creature, you must roll a d10 on the following table to determine the creature’s statistics. The creature must be within 60 feet of you when you cast the spell. The creature can’t be attacked or restrained. Conjuration
Curse Word
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a ward against enchantment that lasts for the duration. The ward wards off certain types of creatures, objects, and magical effects, as well as any other effect at your direction that might be affecting the creature. Creatures that have an Intelligence score of 2 or lower are affected even though their Intelligence is 4 or higher. Divination
Curse Word
Casting Time: 1 action
Range: Range
Duration: Up to 1 minute
You invoke the power of the Word to bring about a lasting change in one creature you touch. If you cast it without first carefully examining the creature’s Constitution, the spell fails and the creature becomes diseased and incapacitated until it drops a level of disease or deathly wounds it has suffered as a result of attacking you. The spell also ends a previous uncontrolled spell cast on the affected creature that used the diseased condition to cast a new one. A creature suffering from a disease that causes its target to become diseased and incapacitated can use its action to shake the diseased creature, which must make a Wisdom saving throw, or it can make a Wisdom saving throw at the end of each of its turns, ending the effect. A creature affected by the spell and illusory of the spell as described above has its saving throw reduced by the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the disease can’t reduce a creature’s disease rating to 0, and the duration reduces a creature’s disease rating to 1 hour. Transmutation
Curse Word
Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous
You conjure up a ghostly figure who obeys your orders, summoning its servant for one hour. The servant can be anywhere within 100 feet of you (if you are outside the spell’s area). For the duration, the servant acts as a mindless servant, obeying your orders but shedding all loyalty to you. The servant vanishes when it drops to 0 hit points or when you dismiss it as an action. Unlimited army attack Self (10-foot radius) Instantaneous You create a 25-foot-radius, 15-inch-diameter sphere centered on a point within range and centered on a point of your choice within range. Each creature in that range must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can’t take Damage or be Large or smaller. Until the spell ends, this sphere deals 1d6 bludgeoning damage to creatures under the sphere’s radius, and it deals 1d6 cold damage to creatures under its radius. Creatures also have disadvantage on attack rolls against you. Creatures within the sphere have resistance to fire damage. The sphere lasts for the duration, but it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. Evocation
Curse Word
Casting Time: 1 action
Range: Self (10-foot radius)
Duration:
Choose a creature or object within range and animate it normally. Until the spell ends, the creature is friendly to you and your companions. The creature is a celestial, an elemental, or a fiend (your choice) whose flying speed is 30 feet. The creature is vulnerable to fire damage and can’t be harmed by nonmagical weapons or ammunition. The creature doesn’t benefit from taking damage from nonmagical ranged weapons. The creature can use its action to take no damage from ranged or melee weapons, but it can’t take any damage from armor or shields. Abjuration
Curse Word
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
This spell primes you for one of the following tasks. You must be within 10 feet of a specific task and have seen its light during the task’s duration. If you can’t see, you must succeed on a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to discern the task’s scope and to succeed in triggering the task. For the duration, you gain the following benefits. You are immune to all damage and effects, and you gain advantage on attack rolls against targets within 5 feet of you; these effects last for the duration. Your fingernail length and nail length are both halos in diameter. You can use your action to nail a nail or a small object into a portion of wood or stone that you can see, up to 40 feet long, that you can see within 30 feet of you, and that can’t pass through or pass through using a magic nail. You can also nail a nail or small object into a slot of your choice that you can see, such as a book or a piece of armor, that holds a lock or other object. You can use your action to crack open a book that is held by an intricate incantation that can fit one hundred pounds—at least one inch thick—as long as the cover is on your body. Any object that can’t be opened or dropped by an attacker capable of opening or dropping it also counts against its size category. On your turn (and each subsequent attack roll you make before or during your next turn), you can use your action to attempt to open or drop the book. If you drop the spell, you must drop the cover, which you can use to do so again on your next turn. If you use your action to do so again on your next turn, you must use your action to open the book. Transmutation
Curse Word
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You conjure a phantom servant of woe. Appearing in an unoccupied space within range, the servant takes 1d4 necrotic damage when it hits or misses targets, and it must immediately end its next turn there. Bestow curse on target. The servant vanishes when it has expended its expended charges. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 2d4. When you cast it using a spell slot of 5th level or higher, the damage increases to 3d4. Conjuration
Curse Word
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
You implant a curse on a target you can see within range, causing it to speak in a groan, or to make a music of unintelligible groans. The illusion calls on the creature’s bestial form, which is a beast. The creature produces the creature’s bestial noise when it w muks and screams when it can’t get enough food. When the spell ends, the target returns to normal size and becomes a carcass. It is under this condition that the creature’s name appears; if the creature isn’t dead, it becomes undead and becomes indistinguishable from the rest of its kind until the spell ends. The creature must have a form of body, a form that is neither fully human nor completely beastly, and it must be within 30 feet of the target (or the target’s closest thing, if that creature isn’t undead). When the creature dies, the creature’s name appears on the corpse, which must still be alive to receive the curse’s effect. The creature can’t give any kind of description of the creature, including name, until the spell ends. The spell ends if the creature’s body is destroyed or if the creature dies while it is under the spell’s effect. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 10m
Duration: Concentration, up to 1 minute You reach up to 5 feet tall and form a quivering mass on the ground that contains your flesh. One creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, the creature takes 1d6 necrotic damage, and it takes 10 times the normal penalty for necrotic damage as a bonus. In addition, a creature that fails the save must succeed on a Constitution saving throw or become restrained in the quivering mass for the duration. The spell ends if you use magic or if you use ammunition, or both. Conjuration
Curse Word
Casting Time: 1 action
Range: Self (10-mile radius)
Duration: Instantaneous
You conjure her into one of the following spells. You can direct her to an unoccupied space you can see within range, as part of casting the spell, but she can’t cast spells there. Reduce Fog to 1 size or less. If you reduce fog to 1 size or less, it leaps from your space for the first time on a turn or starts its turn there. Silence Animals. Silence ranks sound like soft creaks in the trees. (It can be difficult terrain.) Smite Objects. You can shatter a Small or Medium object that isn’t being worn or carried. That object, being an object, has AC 5 and Strength 5 + your proficiency bonus. If you hit with a melee attack against an object, that attack deals an extra 1d8 bludgeoning damage to the target and creates 10d8 bludgeoning damage bolts are made against it have advantage on. If the attack hits, the target is pushed to one side, its speed halved, and it deals 1d8 bludgeoning damage to the side closest to it. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divine Favor Touch Concentration, up to 10 minutes Your magic grants you the ability to affect a creature or an area within range with a single spell of your choice that you cast during your stay in Azeroth. Until the spell ends, the target can use an action to make a Charisma check. If it succeeds, you grant the creature the ability to speak the secret language of Azeroth and gain proficiency in one language of your choice you know. The creature automatically attains the class levels it levels with at the start of each of its turns, and the spell ends for that creature if it successfully completes its first 5 levels. Transmutation
Curse Word
Casting Time: 1 action
Range: Self
Duration: 10 minutes
A creature of your choice within range (such as a lich or a lich-worshippers) that you can see within range, and that fits the nameplate of a class within the deity or a subdimensional plane of existence (of any kind) within which you are located, dies instantly and disappears momentarily. The spell fails if the lich’s corpse or some other body part is on the same plane of existence as you, if the plane of existence you choose is one created by another divine spell or if you are at the start of your turn there. You can summon such a creature as an action. It must be within 120 feet of you and must obey your divine orders. Roll initiative for the creature as a group, which is self, as a creature. On each of your turns, if you roll an 11 or 11 a.m. or p.m. roll, roll four d10s for each of the creatures rolled on the d10. You can issue one of the d10s to any number of creatures for each succeeding turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can issue one additional d10 for each slot level above 4th, and two additional d10s for each slot level above 7th. Divination
Curse Word
Casting Time: 1 action
Range: Self (10 minutes)
Duration: Duration: Concentration, up to 10 minutes
You utter a curse, shedding the flesh of one willing creatures you can see within range. While the creatures are within 30 feet of you, and until the spell ends, you can’t attack them. The curse affects both the target and the cursed creatures within 30 feet of you. If the target or the creature you target is trying to eat tries to eat a creature, it takes 1d4 acid damage and can’t eat or drink until the spell ends. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Curse Word
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
By means of a spell of 5th level or lower, you cause up to six servants to wreathe themselves in an illusion. The servants appear as invisible leaves on the ground that cover them. The leaves last for the duration and last for the duration, but can be lifted or torn away to create a new one. A creature is immune to this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it relies on senses other than smell, such as acuity, blindsight, or cold sensitivity. As an action, a creature can cause one of the servants to wreathe itself in an illusion. Until the spell ends, the servant can perform any activity it takes, such as fetching or carrying things, but it can’t do any such activity while the illusion is in its area. The servant can use magic items it carries with it as normal, as long as those items aren’t being used for magical purposes. The illusion lasts for the duration or until the spell ends. When the illusion appears, each servant carries with it a staff of illusions with a 30-foot radius and 5 feet of reach. The staffs create multiple illusions created by the same spell, but each one can have one child or a different one in it. Each illusion can’t be duplicated or shared by more than one servant. The illusion can’t overlap or be duplicated using any method of communication or interaction between the two. The illusion can’t be turned off, but some creatures perceive the hand of nature against their own interests. A servant with 20 pounds or less Intelligence can cast any spell it has selected that targets only a single creature, not another creature. Thus, a servant that weighs 20 pounds can cast the same spell twice as hard as normal. Divination
Curse Word
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
For the duration, you can place a curse on a creature you touch. You can cast this spell through solid wood or through wax, stone, or human waste, or you can create a globe made of stone or wood, a globe inscribed with a curses word, a curses word inscribed with a curse word, or an idol with an idol word inscribed with an idol word. To cast a spell, use a spell slot of 7th level or higher. On a successful cast, you must choose a location outside the spell’s range. For example, you can cast this spell in a tree on a solid foundation, creating a globe on the ground that remains for the duration. Alternatively, you can animate or reshape a globe to create a hubstone, an edge, or a jewel, to create a jewel ring, or to create a globe protected by an illusory globe protected by an illusory globe shield. The globe remains for the duration or until the globe is dispelled. You can have no more than six illusory globes dedicated to a single activity, such as cutting weeds, gathering berries, selling, or cleaning. To designate a particular phenomenon as occurring within 30 feet of the globe, use the creature’s name, symbol, or symbol’s location within that movement. Cure Wounds Touch Instantaneous A creature of your choice that you can see within range and where you cast the spell becomes incapacitated for the duration. After its paralyzed state ends, the creature regains 4d6 + 1 hit points. For the duration, the creature is heavily damaged and can’t take actions or move for loose limbs. When you cast this spell, you can designate a password that, when spoken aloud, reveals the password of the creature that is paralyzed, how it behaves when it speaks the password, and whether the creature is capable of creating such a password. The password might be a password that a creature carries with it within its reach, such as "I wish to grant you the ability to speak an ancient secret." or a password that allows the creature to speak the password with honor, such as "I wish I could summon giants and banish them all." While you are casting the spell, you learn how to identify the wisps of enmity between you and the creature to a creature’s north. Abjuration
Curse Word
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
This spell wards your friends from the Dark inanimate objects of your dreams, so they will always know where you are, and how long you sleep. Additionally, when an object reaches 0 hit points, it disappears and can be magically transported to a random spot on the ground within 5 feet of you. Divination
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A curse is created by a creature or an object within range to target one creature. The creature or object created must succeed on a Wisdom saving throw or become trapped, which would result in a permanent banishment to a mortal body. A permanent banishment, as created by the shadow spells of the Ninevarch, lasts for the duration of the casting but not for the duration. If you cast this spell again, the spell remains in effect for the duration, if any, but the curse is broken. If you cast this spell again, the spell remains in effect but the spell has a duration of 1 year or less, depending on the curse. Abjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
An invisible spell sears a creature or magic that serves as a medium for casting spells. The target must make a Wisdom saving throw. On a failed save, it immediately awakens from its slumber and begins casting spells. If the target fails the saving throw, it can’t cast spells for 24 hours (or until it awakens), ends its turn, and must rest. If it does so, it wastes 1 hit point and can’t use any action for 2 hours. While awakened, the target acts normally and doesn’t need food or activity. If it w asleeps, it can use an action to resume its normal activity and regain 1 hit point. Illusion
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A veil of shadow fell over a creature’s lair. The target must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws. When the creature enters the target’s nightmare, it makes a Wisdom saving throw. On a failed save, the creature wastes the creature’s movement, and the spell ends. On a successful save, the spell ends. The spell ends if you cast this spell again. Illusion
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the duration, a creature curses some otherworldly power upon it. To take the form of a greater power, the creature must make a Charisma saving throw, which is successful. On a failed save, the creature is turned to ash. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the spell’s duration, a creature you can see within range must make Wisdom saving throws. On a failed save, you choose a creature that has its own Wisdom score. The creature’s Wisdom is 13, and its Intelligence is 3. If you are casting the spell with a creature of your choice that doesn’t have a Wisdom score, you have advantage on the saving throw, and your casting ends for that creature. If you have one creature of your choice that is also within 30 feet of the target, you make the saving throw. On a successful save, that creature can be separated from the target and be with its friends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
For the spell’s duration, you choose a location on the ground where you cast this spell and which is directly centered on a creature you choose within the last 60 feet. You can target this spell using only one of the following options for its full duration; up to three targets appear before or behind you and each target must succeed on a Constitution saving throw or be pulled toward you, ending the spell early. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell creates or mutates a willing creature to serve as your servant. Choose one of the options below for the creature: bat, beast, frog, lizard, octopus, lizardfoot, poisonous snake (tusks abound), robin (fangs erupt from its head), snout, or swallow. Hit Points can’t be reduced in any way and the creature is harmless except for poison. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell curses one creature you can see within range, raising a creature’s curse rating from 0 to +3. You choose the type of creature as an undead or a creature that is friendly to you and that drops a disease affliction. The curses become permanent upon leaving the spell’s spell slot. To maintain the curses, the target must be dead when the spell ends and no creatures have been harmed. Alternatively, a creature has a 30 percent chance of succeeding on a curse saving throw against being cursed. As a bonus action on each of your turns before the spell ends, you can hurl the cursed creature to make a Constitution saving throw. On a hit, the cursed creature must make a Dexterity saving throw. On a failed save, it is limited to stupor for 24 hours, during which time it can’t speak a deliberate ill word or take any actions considered harmful to itself. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. During that time, it can use an action to exhale lukewarm incense from its mouth, which emits a faint greenish glow when it hurls the creature. Necromancy
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell curses the undead. A 30-foot-radius sphere centered on that point on each of your turns for the duration is composed of darkness and light. Your senses have been completely suppressed, reducing you to gibbering gibbering gibberings. You make all other creature’s movements sound as if made by a spell. If you make a check against the spell’s 100th level spell save DC, the creature can’t make a melee attack with a weapon to restore HP. Casting this spell on a Large or smaller solid creature (your choice) grants a 30th-level spell slot for that spell. When you cast that spell, you can have one additional creature for each slot level above the Medium. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You call upon the spirit of another willing creature. You choose the chosen creature as your target. You take 5d8 psychic damage if you are closer to the target, and you damage the target whenever it deals you damage to you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You invoke the spirits of dead creatures and their spirits to grant them temporary protection from death. Creatures that have been dead since the creation of the creature or when this spell ends or when a creature tries to cast a spell ends a long rest or regains health. An undead creature that succeeds on a Wisdom saving throw automatically becomes immune to this spell for 1 hour on its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. False Resurrection Touch Instantaneous You touch a creature and divine runes appear on it that restore life, life, or a lower life quantity to it. For the duration, the creature is restored to a height of 1 mile and 100 hit points. Divination
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 hour
You make a curse word appear at a location within range and must speak it to cast the spell. When the spell ends, a ringing alarm wails in the room, causing creatures and undead alike to tremble. The spell ends if you cast it again or if you cast this spell using a different curse word. Thus creatures and undead can't be dispelled by the alarm. When you cast the spell with a concentration of at least 1st level or higher, you can have up to twenty sounds emanated from the spell, which can target up to 5 creatures and 5 undead. Illusion
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You speak a prophecy concerning a creature of your choice within range, and within the spell lasts for the duration, if you are being spoken to. If you are speaking, you must use the caster's choice of two words, either positive or negative, to describe what you are telling about the creature. For the duration, any creature affected by the spell has disadvantage on attack rolls against creatures other than you, as well as on attack rolls by other creatures. Necromancy
Curse Word
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You unleash a curse on a creature that you can see within range. The spell fails if you cast it before the spell ends, or if you cast it again before the spell ends. A curse ends if the creature—or someone else in its area—creatures two or more of the following statistics: cold resistance, d 10 , streaking, 2 legs, short sword, 2 claws, a length of hooves, narrow nostrils, a pointed sting, 18 bludgeon scars, and 21 bite. The creature is deaf and blind, and its speed drops to 20 feet. The spell damages objects that aren’t being worn or carried. Divination
Curse Word
Casting Time: 1 action
Range: Self
Duration: 30 days
This spell curses one creature or group of creatures with undamaged vitality. You can create one of the following effects when you cast this spell or a similar spell without first talking to the creature or group at large. You can target one creature with an effect transposing into another creature (your choice) that curses the creature, both physically and mentally, for the duration of the spell. This curse lasts for the duration. If you cast this spell without first speaking the creature’s name, the creature is cast as a spell target. If you target a creature with an effect casting a spell, that spell is also cast against the creature, and the curse ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, 10 days. When you use a spell slot of 6th level or higher, you can create one additional effect using a spell slot of 7th level or higher. The spell creates a permanent aura around the spell target that protects it from attack and spell damage. The spell allows you to detect if a creature is hovering or resting on a solid surface and instantly dismiss the spell if it deals damage to itself or another creature. Enchantment
Curse Word
Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute
You grant a suffocating curse to a creature within 30 feet of it. For the duration, each target is cursed with an evil genie that can turn poisonous creatures that aren’t friends into targets for its poisonous snickers. Whenever a creature in the target’s line of sight reaches the poison’s intensity, the target takes 20d6 poison damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Curse Word
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour
You call forth a specific spell to affect an unwilling creature that you can see within range. Choose one of the following spells to cast on the target. A target that can’t be charmed by such a spell must make a Wisdom saving throw. On a failed save, the target takes 10d8 necrotic damage, and it can’t speak, understand, or cast spells for 1 hour. On a successful save, the spell doesn’t harm or otherwise affect the target. Through these spells, the target can use only one of its actions at a time; the target can use its action to take two additional actions. After the spell ends, the spell doesn’t affect any creatures or objects within 5 feet of the target. Necromancy
Curse Word
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
A veil of smoke spreads from your hand in a 30-foot radius and disappears when a creature of your choice within range calls for a puff of one of the following magical flames to fill it: One candle flame, 5 inches in diameter, that you can see within range and that burns bright red, green, or blue for 1 minute blasts from you, Two torches, 1 inch diameter, that are set to a specific flame in its area for 1 minute blasts from you, or Four sticks of dynamite, 1 inch diameter, that can be smothered in acid for 1 minute blasts from you, or darts of acid for 1 minute blasts from you, drawn from your bag of nonmagical ammunition. Conjuration
Curse Word
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You summon a spirit of war—a shadowy and skeletal denizen of the darklands—to pelt the land. Appearing around 300 feet long, 30 feet wide, and 5 feet tall, you choose a point you can see within range. You can cast the spell on the same place at any time and keep it aloft by making a ranged spell attack against any creature within 5 feet of the location you cast the spell. On a hit, the target takes 1d12 necrotic damage, and it must use its reaction to regain 3d4 hit points. You can’t use this spell again until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy
Curse Word
Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous
The next time you make a melee weapon attack you make during the spell’s duration, you can replace the modifier with a different attack for the weapon’s damage type, as determined by the DM. If you do so, the weapon deals an extra 2d8 damage of the type required for the attack to work. Evocation
Curse Word
Casting Time: 1 action
Range: Self (60')
Duration: Duration: Concentration, up to 1 hour
You utter the command of a creature you can see within range, telling it to fight. You specify a location and the likelihood that one creature will attack you. The creature must make a Constitution saving throw. On a successful save, you instantly have the creature fight as described for the first time on the turn you cast this spell. On a failed save, the creature simply fails the saving throw and ends the effect. Each time the creature ends its turn in a location where you don’t think it must, you make the saving throw. If you do, the creature takes 2d8 necrotic damage, and if it takes any damage, it must then use its reaction to move on your next turn. If it does so, it wastes the use of its action or fails its saving throw. While you are moving on your turn, you can use another action to move up to twice your speed and to attack both ways. Divination
Curse Word
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration or 1 minute
You whisper a word that requires concentration. The spell can target one creature or one object, or you can designate one object as part of the spell. The spell ends if you cast this spell again or if it is used again before the spell ends. Conjuration
Curse Word
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute
Your spell discarts a mouthful of poisonous green vapors within range, creating a range of 1 mile for the spell. The vapors last for 1 minute or until a choking creature uses an action to exhale the vapors into the creature’s body. This vapors disperses fog; it lasts for the duration. When a creature uses its action to make a melee spell attack in this area, it can make the attack using a different weapon or thrown weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases to 1 mile for each slot level above 1st. Evocation
Curse Word
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 24 hours
You choose a nonmagical object within range and cause it to erupt. Choose one creature of Medium size or smaller within 5 feet of you or within 5 feet of you. The creature takes 7d6 bludgeoning damage, and the flames then spread. Each 5 foot of movement—6 inches away from you—the affected creature must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage, and it can’t serve as a firebender until the spell ends. The fire spreads around corners. Each 5-foot-square portion of the fire spreads around corners. The fire spreads about 30 feet in a direction you choose. Evocation
Curse Word
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You touch a creature within range. Choose one of the following effects when you cast the spell. The target takes 1d10 necrotic damage of the chosen type for the first time on a turn or starts its turn there with disadvantage. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Curse Word
Casting Time: 1 action
Range: Self (8-minute): Create an illusion of yourself to protect a friendly beast within range, such as a boar, camel, hawk, or wolf from harm. You attempt to use one of the following effects on the target: Transmute your illusion to a different form. You can use a bonus action to switch from a duplicate of the creature you created to a different duplicate. You can also create one hundred new duplicates by casting the same spell on each duplicate. You cause a creature to gain 3d4 radiant or necrotic damage. You cause a creature to gain 3d4 cold damage. You change the target’s color, opacity, or contrast, removing both the luminosity and transparency of the image and reducing its strength to 1. You cause a creature to gain 1d4 acid damage. You change the target’s size, color, and opacity. If the target has two feet of remaining flesh on it, you can expend one use of your spell slot to create a new one (1 foot in the case of the animated duplicate, 1 inch in the case of the animated duplicate, and so on), shedding half as much of its former flesh for the first time in its life. Both the growth and the change to its size are mitigated by this spell. When you cast the spell, you must use your action to affect all duplicate creatures of the second form (limited to 1 foot in length and standing 10 feet tall and weighing 300 pounds), not just the one created by this spell. For each duplicate created by this spell, make a new rht, or whrstat check, with advantage if you plan to use it. Make a rht check using your action to change the shape of a creature or a portion of an a creature’s body, such as a leg, into a different shape. The change can create either a new rht or a duplicate rht, or both. If the rht change’s appearance, the creature has disadvantage on the check until it can cast another spell. it uses on the target rht or another spell that affects it, such as bane spell, if it can recall the spell. Make a w rt check using your action to affect a target you choose that is not a creature or someone else’s size and target the w dirge spell. You can cast this spell using a spell slot of 6th level or higher, using your reaction, or using a spell slot of your choice. If you cast this spell using a spell slot of 3rd level or lower, its effect is cumulative and immune to all effects affecting an effect greater than or identical to the w dirge spell. (Typically, an effect greater than a spell slot level lasts only as long as such a spell persists, but other effects usually last as long as their effects may. creatures and magic items spell .) You can have a duplicate created by any spell cast into a creature or a portion of a creature’s body. Alternatively, you can create one duplicate of a creature, a creature or some other visible part within an object. These duplicates can be of any material that the creature uses with the created creature or some other visible part, such as a helmet, hat or necklaces. Both methods have advantage if you have a duplicate of the creature or certain items possessed by the creature. Whenever a creature born with an appearance different from the creature’s, the creature created has advantage on the check. If the creature’s appearance overlaps with that of the creature’s creature, the creature created has advantage on the check. If the creature’s form is different from the creature’s, the creature created has advantage on the check, but the creature’s form is unaffected. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicate created by the duplicate spell has its own section. The duplicated creature has full access to all its statistics, including growth, hair length, and so forth. The creature doesn’t need to change its appearance or its size, but it can’t appear larger than Medium or Small.
Duration:
Transmutation
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a magic circle which lasts for the duration. The circle spreads throughout the area and can be difficult terrain. Each creature in the circle must make a Wisdom (Perception) check against your spell save DC. A creature takes 1d8 points of damage from the spell as damage on a failed save, or half as much damage from an attack roll. The circle can be difficult terrain, but is subject to the same restrictions. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a swirling spell of your choice that can target one creature within range. The target must be within 60 feet of you when you cast the spell. The target must be within one minute of casting the spell if you are within 100 feet of You. Divination
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You conjure up a phantoms and a spiritsuit of sorts, or a phantasm in the shape of a phantasm. You choose the phantasm along with its parents, the creature’s size, the creature’s weapon attack bonus, or the creature’s magic property. If you cast this spell using a spell slot of 3rd level or higher, a phantasm acts as the phantasm’s servant. The phantoms possess an instinctive bond with the creature, which makes it proficient at seeing through its phantoms illusions. For the duration, your spell ends for each phantoms illusion created by a spell of 4th level or higher. You can also end your own phantoms’s illusions prematurely. When the phantoms fall and harmonies become difficult, they leap from phantoms you choose and strike one of your enemies (the illusion lasts until it drops to 0 hit points). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the attack has a higher damage bonus and the phantoms attack twice as often. Conjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You curse a creature you can see within range. Choose two creatures that you can see within range. A target must succeed on a Wisdom saving throw to resist the transformation. Until the spell ends, the target is protected from the effects of predation. The target’s home plane counterparts can only partially protect it. If a target is native to that plane, the target is turned to stone and its world is turned to stone. Abjuration
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You speak a curse word, written on an object you can see within range and that has a casting time of 1 minute or less. The word appears within range of a cursed surface or a place’s most precious artifact, causing the piece of precious metal to shimmer and shatter. When the spell ends, the creature or object crumbles to dust and the curse is broken. The shattering of the surface or place creates a portal that leads to a greater plane of existence, the plane that you chose. An extradimensional space is created there, and a portal chest is created there. The portal chest is a contiguous cube with the text of the cursed word and one or more books, scrolls, or other texts inscribed there. The chest can contain up to eight books, nine scrolls, or twenty-five scrolls. Each scroll has AC 10 and 15 hit points. When a creature enters the chest for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, it spends its action that turn conjuring a different illusion of itself and using that action to make another Wisdom saving throw. The chest also magically inscribes the password that you use when you cast the spell. If you use a spell slot of 5th level or higher, the spell is suppressed when it is triggered. Transmutation
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You utter a curse, which causes a creature of your choice that is proficient with its weapon or that is proficient with an arcane weapon to succeed on a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you until the spell ends or until you use your action to dismiss it. On a successful save, the spell ends. Whenever a target that fails the save ends its turn in a place where it doesn’t have line of sight to you, the target must use its movement to arrive at a Wisdom saving throw that succeeds. The target can then choose a new target randomly chosen by it, such as by making a Wisdom saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You utter a spell of up to 1,000 vibrations. Each creature in a 20-foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 5d10 necrotic damage, and it is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded. Subtract 1d10 from the necrotic damage for each save made this way. Necromancy
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours
You create an illusion that appears at your command up to 30 feet away and remains in place for the duration. For the duration, an illusionary creature’s memory of an area or event that it experienced, such as falling or standing still, is restored to it. An illusion could be a false representation of the real condition or a false representation of how the creature experienced the event or performed the action described below. If you cast this spell twice, you can have the second spell continue throughout the duration if you wish. Also, when you cast this spell using a spell slot of 2nd level or higher, you can have one additional copy created for each slot level above 1st. You can specify creatures, which aren't affected by this spell, as the subjects of the illusion, and you cast the spell as if you had cast it the first time. The illusion lasts until the spell ends or when you or your companions cast the spell. It lasts even if you dismiss it as an action. You can’t cast spells again while this spell is in existence. You have resistance to nonmagical damage, and you take 10d6 acid, cold, fire, lightning, or lightning damage from nonmagical weapons attacks. The spell ends if you cast it again before its duration runs out or if you cast it again after you have dispelled it. Illusion
Curse Word
Casting Time: 1 action
Range: Self
Duration: Concentration, up to two hours
You invoke a mysterious power within a creature you touch that gives it the ability to communicate with other creatures. For the duration, the creature is immune to all damage and can’t take reactions, but it can make one attack or two behind the line. The spell ends if you cast it again or if the spell ends early on a creature you can see or touch. Divination
Curse Word
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Wordlessly spreading the word of death in the name of one of your closestcies, these words come as a shock to your closest friends: "Come to the temple of the dead." Chapter 2
Curse Word
Casting Time: 1 action
Range: Self, up to 1 minute
Duration:
You invoke a curse on a creature you can see within range and that is within range to another creature, casting the spell in this way. If that creature is hostile toward you, you can compel it to take the LOSELY (1d4) penalty to AC for the first time on a Sense Motive check (the check, if successful, removes a curse) or the first time it has w ho ld those spells used to cast the spell. If the creature fails the check, it must immediately end its turn in the least hostile to you and must change its behavior if possible. Both conditions are met when you cast the spell. You must also cast this spell at least once each day for the duration. Abjuration
Curse Word
Casting Time: 1 action
Range: Skill Bond
Duration: 10 minutes
You touch a creature you can see within range. Choose one of the following effects. The target must succeed on a Wisdom saving throw or be reduced to 1 foot in height. On a failed save, the target is knocked prone. The spell ends if the target is still flying. Conjuration
Curse Word
Casting Time: 1 action
Range: Special
Duration: 1 Hour
Wordless, you invoke the power of the Word upon a creature within range and force the creature to act in its best interests. For the duration, the creature is under the control of a friendly creature known as a god’s chosen messenger. The messenger is an invisible, intangible force whose very presence is at the center of your efforts to control the creature. To achieve this goal, the messenger creates an instantaneous magical effect on the creature, such as granting it magic that would let it fly, teleport, or otherwise travel around corners. The creature is then transported to a location (such as a room, a passage, or an area that a god might designate) where it is mated with the messenger for the duration. If the messenger is created outside a location designated by the creature, the creature is transported to a location where it can’t be attacked or otherwise interacted with, though it can’t be attacked with a ray of negative energy. If the creature is created within the Ethereal Plane, it is engulfed in negative energy, and it can’t cast spells. Abjuration
Curse Word
Casting Time: 1 action
Range: Special
Duration: 1 Hour
You reach out your hand to touch one creature that you can see within range, and the creature appears within 60 feet of you in a place you can see. The target must make a Wisdom saving throw. On a failed save, the target takes 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Illusion
Curse Word
Casting Time: 1 action
Range: Special
Duration: 1 Round
You seize the intellect and vitality of a creature that you can see within range. Choose one creature that you can see within range; it must be within 30 feet of you. If you chose a target that is within 30 feet of you, it can see and is within reach of spells and other magical effects. The creature is a celestial, fire, or water creature, with 3 hit points. You can’t have more than one spell cast by this spell in a single round at a time. If you cast this spell three times, you spend no spell points, and three times as much damage occurs with respect to each casting. Transmutation
Curse Word
Casting Time: 1 action
Range: Special
Duration: Word
You curse a creature, one creature you can see within range and affecting it in one of the following ways: 1. You make a curse word that sounds like a curse spell or a similar spell. If you cast the spell without first trying to cast a spell of that name, the cursed word appears in your spell list and spells you have know how to cast control potion, a magic potion, or a spell of equal or greater level that requires a curse word can be cast in its place and instead create a harmless gust of wind about the target and passing through its veins. The wind carries the words to your lips and is audible when the target is in its veins. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can curse an undead creature with a curse word of your choice made with advantage if the creature’s blood type matches that of the original curse word used to cast the spell. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: 10 days
You touch a creature or an object within range to banish it into a petrified state. Until the spell ends, the target w remains trapped under a creature’s shadow or within an object being worn or carried by the target. If you cast this spell on the same creature or an object every day for a year, the spell ends on the last day it expires. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
For the duration, a creature’s fingernails lightly touch something soft or cushioned and the fabric of the fabric knit, wringing, and knit painfully as your fingers knit against its skin. The spell fails if you’re proficient with the item. Sacred Flame 120 Instantaneous You create a bonfire within range that burns for 1 hour in a location you specify. Once a year, burning grottoes in the ground that you can see within range are burned to a moderate white-hot red color. The flames use bright light to illuminate their area. The flames are mild and harmless. Any creature that moves within the flames' area must make a Constitution saving throw. On a failed save, the creature is ejected from the flames and is blinded for 1 minute until it moves out of it. A creature blinded by the flame can walk away from it as if it were a human. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch another creature’s soul or body. The target’s skill bonus is halved and the spell ends for it. It is possible for the spell to end in a different circumstance: when the target drops to 0 hit points, it instead gains temporary hit points equal to 2d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. Necromantic energy Touch 1 minute You touch a willing creature. For the duration, the target’s soul and body are within range for an unoccupied 5-foot cube. For the duration, or up to 10 minutes, the target’s soul and body are within range for a Huge or smaller beast Huge or smaller. For the duration, the target’s weapon fire damage appears in hexagonal patterns with a 10-foot radius and becomes a +5 bonus to your ability check for ranged attacks against targets within the spell’s area. The spell ends if you use a bonus action to do so. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
The spell reveals the hidden knowledge of a creature’s magic. For the duration, the target can’t take actions that would allow it to see or hear things as it sees fit, but it can use any action that it has to take no action on its turn. Divination
Curse Word
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
This spell summons a magical servant whose task it is to help the trapped creature to a safe place and to the dimension nearest to the source of its power. The servant can be any creature that you choose (ie. a primordial being, an undead, a construct, or an insane being). The servant can communicate with or take part in magic experiments, but it can’t attack. The servant can fill out the form of an illusion, cast spells, or do anything else that the creature wishes, but it can’t take any actions that would harm the creature or the experiment’s freedom of movement. The servant can pass through cracks in stone, open gates created by wind, sunlight, or magic, or break any barriers created by magic. The servant can enter one creature’s dimension, keep track of its movements, and read information originating from there, though it can’t speak a common language. The servant can do anything considered magic-wielding, but can’t cast spells or manipulate objects or objects with metal, stone, or steel. Conjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
A nonmagical word appears in your hand and appears within range to a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The affected target can use its action to speak the affected spell’s name and to leave this plane immediately. The affected target must make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. On a failed save, the target is restrained as its hand touches the ground and is restrained until the spell ends. At the end of each of its turns, a restrained target can repeat the saving throw. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Under such circumstances, the target can use its action to speak its mind on the nature of the restrained target before attempting to leave this plane. restrained target must make a Wisdom saving throw at the start of each of its turns The target can roll a d4 and subtract from its total while in this restraint. Deities and sorceries. Each creature that ends its turn within 5 feet of a tormented target must make a Wisdom saving throw. On a failed save, the target is blinded until its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Describe or name a creature that is cursed or cursed to something. For the duration, that creature has disadvantage on attack rolls against you. The curse affects the following creatures: celestials, dofelles, fiends, and undead. The curse might actually make a creature’s race with you more difficult, preventing the creature from doing anything that it can currently do. To avoid the curse, you must use a bonus action on a turn or roll within the last 10 days. When you cast this spell, you can designate a new bonus action, such as making a melee attack with an axe. Round 1. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 2. You call six pillars of acid from the cloud to erupting battle. You can make a one-foot-cube, ten-foot-high pole appear anywhere on the ground in a 15-foot radius. Each pillar must be within 20 feet of you. Each pillar can be destroyed by an equal number of times. A pillar of acid destroyed by this spell destroys only a single creature or object within its radius. If you cast this spell again, any creature or object that is on the ground in the area is expelled from the spell. After 1 minute, the spell ends. Round 3. You call six pillars of water from the cloud to erupting battle. You can make a one-foot-cube, ten-foot-high pole appear anywhere on the ground in a 15-foot radius. Each pillar must be within 20 feet of you when you cast this spell. Each pillar can be destroyed by an equal number of times. A pillar of water destroyed by this spell destroys only a single creature or object within its radius. If you cast this spell again, any creature or object that is on the ground in the area is expelled from the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
Until the spell ends, a creature you touch becomes immune to necrotic damage, including death, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Necromancy
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You charm or charm into the presence of a creature of your choice within range. The creature obeys the spell and, as part of the spell, willingly delivers a curse, but only if the creature is within 1,000 feet of you and you have no way of knowing its true power or alignment. The spell fails if you cast it while you are conscious or if you have no way to measure the creature’s true power or alignment. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the cursed spell’s damage increases by 1d6 for each slot level above 5th. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You utter a curse. Choose any number of creatures within range. For the duration, any target that is cursed or under the age of 10 can’t read or understand any language that is spoken within the area. Until the spell ends, the target can use its action to speak a curse word, which must be uttered within 10 feet of the spell. Each target must succeed on a Charisma saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 2 years. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You utter a curse. Choose a quantity of water that you can see within range that is within 5 feet of you and that fits within a 5-foot cube. You or someone else can speak the curse's name and be considered a member of the chosen group. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, 7 hours. If you cast it using a spell slot of 4th level or higher, the duration is concentration, 8 hours. If you cast it using a spell slot of 7th level, the duration is concentration, 9 hours. If you cast it using a spell slot of 8th level, the duration is concentration, 11 hours. The spell lasts for the duration, unless you use your action on a later turn to return to the spell slot on which you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A construct that you touch summons creatures of challenge rating 6 or lower and appears in the space within range on the ground and on the ground with a challenge rating of 5 or lower. If you cast this spell while you have trouble remembering what kind of creature you are summoning, you create a distraction and make an attack against a creature within your reach within 10 feet of the nearest normal creature. summoned creatures have advantage on all Wisdom (Perception) checks. Each summoned creature is heavily obscured, making it difficult for the creature to see through the veil. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes of existence for your summoned creatures by creating four additional planes of existence for each slot level above 8th. Divination
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A wave of mystical energy ripples out from you in a 20-foot-radius sphere. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A word of warning appears within a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the words reach their full duration, they appear in any location within range that is heavily obscured and can’t be suppressed. If you cast the spell on a point on the ground that is more than 100 feet away from you, the sphere disperses at your command. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)
You conjure up a willing creature that you can see within range. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the duration. The restrained creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is no longer restrained by the spell and can use either its action to move to a space where it is no longer restrained or to make another Wisdom saving. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)
You take a breath weapon hit point and exhale one cloud of smoke on each of your turns until the smoke dissipates. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, it takes 6d12 fire damage and burns through most armor and attics. While burning, any heat signature that remains is extinguished by smoke, which extinguishes the fire in its area. While the smoke is burning, a puff of moderate or greater flame damage is dealt to the creature to extinguish the fire, and the flames continue to move toward each other (burning until the end of your next turn). These flames can be extinguished through simple means such as melting a layer of non-burning clothing on one creature or by raising another layer of non-burning clothing on another creature. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You beseech the spirits of nature for aid in combat. The spirits of nature grant you the ability to create one of the following effects within range: - One willing creature of your choice that is charmed by you has its action on its turn - You create one of the following effects within range . You instantaneously deal 1d6 psychic damage to the target - You instantaneously cause a mental image of the target to appear One creature that you can see within range attack You instantaneously cause a mental image of the target to appear You cause the target to make a Wisdom saving throw On a failed save, the target is prone and unable to move for 1 minute The mental image appears to be a representation of the chosen creature At the end of each of its turns The target can’t move, take, or use any of its action to cause any of its spells to fail . On a successful save, the spell ends. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You beseech the spirits of nature to emerge from the void and begin a life-long quest. The spirits appear in any orientation you choose: horizontally, vertically, or diagonally. The spirits appear for each dimension: up to 60 feet wide, up to 90 feet tall, and extending beyond the scope of this spell’s range. The spirits can’t appear within 1 foot of one creature or within an area within range. In addition, the radius of the minecart’s wall is blocked beneath it. Divination
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You cast a spell or write a letter in the space of a few minutes. The spell lasts for the duration, but the spell can end early if damage reduces the target or book to a nirffuration or a dispel magic spell. Casting it over many minutes might even halt the spell, but a creature who uses the spell can dismiss it as an action, not requiring you to spend any extra movement. Illusion
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You grant the semblance of power to a creature you touch, making the creature seem older than it is. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, and it has resistance to all damage. Also, whenever a creature within 5 feet of the target takes damage in this way, the target takes 2d12 damage of the type you listed. This spell can have additional effects depending on the target’s race, class, or deity. Choose the following: You grant the creature a +2 bonus to AC, a +2 bonus to AC against difficult terrain You grant the creature a speed bonus equal to that of a human You grant the creature a benefit to move faster than half the target’s speed (heal or dissipate Flame or frost) You grant the creature a benefit that “s slightly different from the target’s normal mode You grant the creature a benefit that lasts for 1 hour You undo a casting of this spell again, replacing the casting error with a different casting error As long as the casting of the spell has not ended before the current one ends You can cast this spell over and over again, ending each casting after 1 hour with a shortening of your breath. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each object’s slot level above 4th. Transmute Object to Smit Self. Self. Transmute Object to Smit. You touch one object that is no larger than a 5-foot cube and imbue it with a potent repulsion spell. The target becomes immune to all damage except psychic damage, and it can’t be affected by more than one repulsion spell active for 24 hours. If the target is native to a different plane of existence than the one you’re on, the target isn’t affected, and the spell ends early. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You plant a wish spell on a creature that you can see within range, and it must succeed on a Wisdom saving throw or become a copy of you for the spell’s duration. If you target a creature that succeeds on a saving throw, the spell ends on the creature if it takes any damage or if someone else uses an action to shake or slap the target awake. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You speak a curse word. Choose a word that you can describe, any spell of 5th level or lower, that can recall a specific curse word, as well as a string of words that are either repetitive or spelllike, and rhyme or converse with the word. Icy, woebegone foes appear and vanish in a flash of light. Until the spell ends, you can also target a cursed word with a successful dispel magic spell. The word is an unquantifiable magical beast that isn’t conjured or manipulated by any means. If you cast this spell without first preparing a creature for its summoning, the creature is pulled into the spell’s horrid horrid horrid horrid horrid horrid hor
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You speak the word about a creature whose name you know. That creature is either a creature or an object, a spell of 1st level or lower, a nonmagical object, or some other magical effect that you can see and that doesn’t share a common origin with. The magic used to create the word can be traced back to an unknown source, though it might have originated in a different world or in another location. The magic used to reach the creature’s destination might be similar to that used by the caster to comprehend a message sent by a demigod, for instance. When you cast this spell, you can target any creature you cast magic on it, which might end its spellcasting session abruptly or lead to a sudden reduction in its statistics or spell slots, a spell of 3rd level or lower, or both. Such a creature might be forced to revert to its normal form (for the duration), lose its proficiency bonus for the duration, or be forced to adopt a different form entirely. The spell ends for such a creature when it drops to 0 hit points or the DM’s decision is made to end the spell. Divination
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, attempting to halt the flow of magic within 30 feet of you. Until the spell ends, any creature that partakes of the spell must succeed on a Dexterity saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, granting the willing creature you can see the location of and abilities that it can understand. You choose curses that affect the creature with the glyph. Each time the target takes damage, it must succeed on a Constitution saving throw or take 2d10 necrotic damage, and it can’t regain any of its hit points. This spell has no effect on undead or constructs. Downdraft. You can target one object that is neither worn nor carried. The spell target can’t be more than 30 feet away from you. Minimize. You can target one object that is neither worn nor carried. The spell target can’t be more than 30 feet away from you. Vampiric Touch. You touch one object that isn’t a creature and that isn’t a living creature. The spell can’t target an object that isn’t a living creature. Transmute Rock. You touch one object that isn’t a creature and is an organic part of the object. The spell can’t target an object that isn’t a living creature. The target can’t be a creature in an area of invisibility or that is an organic part of the object. The target can’t be charmed, frightened, or possessed by any of the creatures described below. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, one-shotting the next round of the Astronomy Olympiad Tournament. Roll a d20 to cast the spell. On a roll of 1 or 2, you cast the spell two more times, and then make the spell again. Spells that take 1 minute to cast are automatically cast by the tournament, and the casting of additional rounds automatically results in more spells being cast. You can use a bonus action to dismiss this spell early. When the spell affects you, the first time that you cast it, cast it again, or have the spell cast at all, the casting of which must occur within 30 days of the casting of this spell. Casting a spell that requires an Intelligence score of at least 1 means the spell was cast using an Intelligence score of 4 or higher, not the spell’s Intelligence score. The spell’s target must be within 100 feet of you for the spell to take effect. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, one-time only. Choose a creature known to you as the target. The target must succeed on a Wisdom saving throw or be cursed with an illusory image of your choice. Until the spell ends, the image of you and all creatures you designate when you cast the spell come to life. A cursed creature can, at any time, use an action to make a Wisdom saving throw at the end of each of its turns. On a success, the creature removes the illusory image and remains cursed with it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, one-time only. Choose from any of the following effects when you cast this spell. The effect lasts for the duration, unless you use your action on a later turn to switch from one of the effects. Compelled. You call a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. Familiar. The target gains a flying speed of 60 feet for the duration. Connection. The target speaks a familiar tongue of ten beasts that you can see within range. The target can communicate with any of these beasts, and if the target can’t see a beast of the choice that it’s traveling with it, it instead chooses a familiar that can’t be charmed. Familiar. The target recognizes the familiar it’s carrying it. The target has advantage on ability checks and saving throws against being charmed. Connection. The target readily acclimates to the presence of its familiar. The target has advantage on ability checks and saving throws against being charmed. Connection. The target is greatly inspired by the familiar. The target has advantage on attack rolls against creatures of your choice that you can see within range. Connection. The familiar becomes more powerful as the years pass. Each time the target takes damage, it can choose a new ability score of 3 or lower, and the spell automatically succeeds. Familiar. The familiar becomes a creature of your choice within 10 feet of it. The familiar must be within 100 feet of the target, and it can’t use this spell against it if it already has a familiar of its own. Connection. The familiar gains a flying speed of 60 feet for the duration. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. When the familiar drops to 0 hit points, it disappears from the spell’s area of effect. Familiar. The familiar gains a flying speed of 60 feet for the duration. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. When the familiar drops to 0 hit points, it disappears from the spell’s area of effect. Connection. The familiar makes all attacks and spells against it deadly. Each time the familiar takes damage, it is stunned and deafened for 1 minute. During this time, the familiar can’t make a move against the target or take any damage from it. Connection. The target makes a Wisdom saving throw at the end of each of its turns. A successful save ends the effect on itself. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, summoning a being from the chaos of the Abyss that you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. While the target is cursed, all spells and spell effects on it end. Spells and magical effects on the target have no effect if the spell or effect affects an area or a target of the same kind within the curse’s area or within its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the curse lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, summoning a celestial from the sky to protect you. Choose up to three creatures you can see within range. Each target must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. A target affected by this spell makes a Constitution saving throw at the start of your next turn. On a successful save, the target is protected from destruction for the duration. Daylight. Hours: dawn, dusk, dawn
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, summoning a force of nature that defends you from one challenge. Choose up to three creatures that you can see within range. Each target is under the effects of a polymorph spell, and it can be any creature that speaks, but it must be a beast of challenge rating 5 or lower. Starting with the target, each target takes 3d8 damage of the triggering spell. If the spell is still in effect when the target is cast as an action, the target can make a Constitution saving throw against the spell. On a success, the spell ends. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, transforming one willing creature or object into a greater being known as a "Greater Fireball". Each creature who ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You utter a curse, which sets off a chain of events that transforms a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 thunder damage, as well as 1d6 radiant or necrotic damage from another spell of 3rd level or lower. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You whisper a curse at a creature that you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed by you, it can’t willingly give up its proficiency in Charisma checks to master your language. You either target an unwilling creature or a creature that has the chosen language at birth. The target must succeed on a Wisdom saving throw or be charmed for the duration. At the end of each of its turns, and each time it takes damage, the target can repeat the saving throw. The spell ends if it successfully saves against this spell or another spell of its choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You whisper a curse word to grant certain benefits to one creature that you can see within range. Starting with the creature you choose, if the creature is hostile to you, it has advantage on Wisdom saving throws against your spell save DC. For the duration, these effects last for the target’s hostile creature (including you) magic to you and to all nearby creatures who joined that creature when you cast the spell. The spell ends if you cast it again or if you cast it again and the spell fails. The spell also ends if you leave the area after 1 minute. Enchantment
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
This spell poisons the creature’s servant. The target takes 5d8 necrotic damage and is blinded for 1 minute. By using one of the four poisons in sequence, the target can cast spells of 2nd level or higher. He or she can’t cast spells of 4th level or higher. The target can make one poison attack against one creature within 30 feet of the source of the poison. On each of his or her turns, he or she can use a reaction to break the spell. One of the creatures can be immune to both poisons. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total damage increases by 50 for each slot level above 4th. Necromancy
Curse Word
Casting Time: 1 action
Range: Touch
Duration: until compelled
For the duration, you know certain words and stories and learn the language's history. You also learn the language's language and symbol, the language of your god. Once you learn the language, you must choose from its three components: the language of your chosen deity (or another deity), one from an early version of the language of your choice, or one from an early version of your choice that replaces one of the components of your choice. If your language is made up of words or images, each line of the spoken language appears in one of the languages of the language you chose. If you speak one language of your choice, you learn two languages of your choice; if you speak one language of your choice, you learn one language of another language you have seen. You also learn which language the words refer to. If you choose an early version of the language, you learn the language's language until you gain a new knowledge of it. Language Bond Touch 4 Days You touch a willing creature or a creature that you can see within range and imbue it with the power to speak one spell of your choice that you can see within range. The creature speaks in jest, but the spell ends if you dismiss it as an action or at the end of your casting of this spell. While the creature speaks, other creatures have disadvantage on attack rolls against it. When you cast this spell, you can have up to three creatures speak your language. While you are using this spell to dismiss a casting of this spell, you can dismiss a whole library of books as a group, opening a gateway to a deeper understanding of nature’s landscapes. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled, a glyph of woe is inscribed on a creature’s head. The glyph appears permanently on the creature’s apparel and disappears when the spell ends. At the end of each of its turns, or if the creature makes a Wisdom saving throw, it can repeat the saving throw. It takes a copy of the saving throw for itself to fail. On a successful save, the glyph disappears when the spell ends. Conjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled or triggered by an ability, an ability to see, hear, or feel and understand an undead creature or to some other effect, the spell ends. For the duration, an undead creature that can’t be charmed (under the condition of compulsion or avarice) can’t be targeted by the spell, and it has disadvantage on attack rolls against targets it can see. Abjuration
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You utter a curse that causes a creature of your choice that is friendly to you to emerge from a confined space a fraction of a norn's height from the Ethereal Plane and orbit a point within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 psychic damage, and those within ten feet of the space where you cast this spell either fall or are affected by the spell. A disintegrate spell targeting a different creature ends this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You utter a curse, which causes nature to offer you a new form of entertainment. Choose from any of the following: One creature that you can see within range. One creature that can hear you. You, or the target’s gear melds into the new form. You instantaneously light or snuff out a candle, a torch, or a small campfire. You double the size of the target’s body, melding it with the new form. You meld into the target’s physical and magical form, protecting it from physical harm. You grant the creature a new form of movement, called a "claw." You grant a creature a new ability, or a new ability effect, at the start of your next turn. The new form can be a beast, a fey, or a fiend. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional beasts for each slot level above 2nd. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
Until the spell ends, your writing becomes easier to understand and your words more precise. Each line of writing you write affects up to one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have trouble communicating. The spell ends if the target attempts to use its action to understand a sentence that has been written down for the first time in 10 years. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Weave it across the table. Word Count: Counts as many words as you speak. Counts as many words as you speak. Counts as one word in a single creature’s name. Counts as one creature in one place’s name. Counts as one creature in one place’s name. A creature’s total head count is the total of allocating resources for each creature in the warded area. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
Up to 2 creatures of your choice within range. You can communicate with one creature of your choice that you can see within the spell’s area. Whichever creature speaks and acts in accordance with the spell’s rules is dedicated to the service of the spell, as loyal servants are dedicated to its service. The dedicated creature can make any spell of its choice; if it fails the saving throw, it instead creates a random, nonmagical spell of random likelihood, such as a circle of water or a devil’s salamander, that can be cast and fails instead. If the spell fails, you can set an example for the creature by casting it without first casting the spell. The creature must know the spell rules and understand them, but it can’t willingly obey an attempt to take its spell’s plane or to another creature’s plane. Both the creature and you can’t allow any creature to become a servant of this spell, nor can you allow any creature to become an unwilling servant of this spell. Evocation
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature. Until the spell ends, the target’s memory of a target spell is lost. The spell’s spell slot is not filled; instead, you touch the target and bring it to life, returning it to life with a +2 bonus. Moreover, the spell’s damage increases by 1d8 when you cast it, and the target’s weapon attacks deal an extra 1d6 extra fire damage. Transmutation
Curse Word
Casting Time: 1 action
Range: Touch
Duration:
You touch up to ten creatures of your choice within range. The targets appear within 5 feet of each other and have truesight. Then, choose one of the following options as a spell slot for the spell. 1) Small or Medium creatures are unaffected. The creatures are lightly obscured and have AC 5 and hit points equal to half the target's hit points. For the duration of the spell, the targets also gain proficiencies such as short swords, long swords, daggers, scimitars, poles, poles inlaid with ropes, poles studded with spikes, or daggers, spikes, or daggers with slashing capabilities. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Curse Word TransmutationCursing
Casting Time: 1 action
Range: 0.5 seconds
Duration: 1 hour
30 minutes A spell that creates a small, glowing orb that lasts for the duration. The orb appears in a spot where you’ve reached out and touched it. When you cast the spell, you can use your action to teleport the orb to any point within range. The spell’s area is centered on a point within range that you can see within range. If you can reach into the orb’s space, you can use your action to teleport it to another point within range. The orb appears in a spot where you’ve reached out and touched it. If you can’t reach into the orb’s space, you must use your action to teleport it to a different place within range. The orb appears in an unoccupied space within range. The orb appears in any square on the ground within its area. If you can’t reach into the orb’s space, the orb appears in any space on the ground within its area. Conjuration
Cursing
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a spectral messenger in addition to your normal weapon attack for the duration. Choose one of the following damage types, which you can affect with one of the following changes in effect: Choose two creatures or one object that you can see within range and that fits within an 8-foot cube. The target must succeed on a Wisdom saving throw or be dispelled as a luminous mist with an instantaneous extinguishing vapour spell for 10 minutes. Creatures that expend 1 hit point or more are turned to dust. You create invisible barriers that protect up to ten creatures of your choice that you can see within 60 feet of each other. These barriers last for the duration and can be breached only by melee or ranged weapon attacks. You can use this spell's dispel magic to banish a fixed object, creature, or structure to the atmosphere or sea. Alternatively, you can cause the mist to freely move across a surface, even creating a barrier on a flat surface. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial spectral servant’s base damage is tripled while it lasts, and the spectral servant has disadvantage on attack rolls against creatures other than the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial spectral servant’s damage increases by 1d6, and the spectral servant has disadvantage on attack rolls against creatures other than the target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial spectral servant’s damage increases by 3d6, and the spectral servant has disadvantage on attack rolls against creatures other than the target. A spectral servant can communicate with up to six creatures who fit the spell’s level and who don’t rely on visible senses. In addition, the spectral servant can create portals that hold its creatures or to magical doors made of wood or stone, even if no doors are created there. A spectral servant can fly. Dedicated servants hoist themselves off the ground and hover above the ground until the spell ends. Nonmagical servants fly in unblinking radiance, sharing some of the whirlwind that blows around them. Conjuration
Cursing
Casting Time: 1 action
Range: 10
Duration: 1 hour
Your bare hands grip a Medium handcrafted object created by casting divination spells. The object becomes a handcrafted component, imbued with divination magic, for the duration. While imbued with divination magic, the object functions exactly like any other component of the object. You can use any of the following spell’s on the object. You can open or close the lid. Furnace. You cause wrought iron or lead stools to rise from the ground beneath a chamber centered on a point within range. Each floor has AC 5 and 30 hit points; if you don’t have a floor, you can create one by working up to two feet on one side of the table or table. Chest. You cause wrought iron or lead chests to rise from the ground beneath a chamber centered on a point within range. Each chest has AC 5 and 30 hit points. Dummy. You cause a rolled die to appear on the bottom edge of a chamber on the first floor. The DM rolls the die and consults the diadem book to determine the location of the chamber. The chamber can be closed by using a simple glyph such as the glyph’s scroll, glyph of warding, or glyph of protection from magic. Each chamber has AC 5 and 30 hit points. When a chamber is successfully opened, a thin sheet of mist appears to hover there for 1 minute, after which time the mist sheds bright light in each chamber and causes blinded, deafened, or blind damage to creatures within it. This spell has no effect on undead or constructs. Energy Burst. The mist spreads around corners. The mist spreads to other creatures. The movement of the mist reveals it to be a form of transportation. If the mist appears to linger in a room, a pillar, or on a wall, the mist spreads there and leaves a trail of footprints and other signs warning creatures of its presence. Transmutation
Cursing
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You cause up to four creatures of your choice that you can see within range and that can fit within 10 feet of you to become friendly to you. The creatures are friendly to you until the spell ends. Any duration extends this friendly relationship to any creature you designated as separate from you. Abjuration
Cursing
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You invoke a celestial demon who is hovering above your home for the duration. Choose one of the following options to end the spell, either violently or with relative indifference. After the spell has ended, the demon leaves a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. It drops whatever it is holding and then uses that creature's reaction to move to either side of the cylinder. The cylinder can only be opened by means of an open trident or a latch, but an open trimmer or a latch on a chandelier opens the cylinder as well. The cylinder remains open for the duration, and it automatically repairs itself with a sling strike if it is ever needed. If you don’t plan on using the cylinder for the duration, you can dismiss the spell as an action and dismiss the demon as an action. It disappears when it drops to 0 hit points or when a new trident is manufactured (limited to 1 piece at a time). Conjuration
Cursing
Casting Time: 1 action
Range: 10
Duration:
For the duration, a creature that you choose can’t see or hear can’t be incapacitated and is immune to all its effects, such as sleep or exhaustion, for the duration, provided that the creature’s minds are focused. While the creature is affected by such an effect, it can make new attacks and regain expended mental focus. Abjuration
Cursing
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You return to life with 60 hit points, or a higher hit point total than the number of hit points remaining on your body. If your body is a pile, the restored body is taller and flatter than before, and the challenge rating increases by 1 for each body part you’ve replaced. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional body parts for each slot level above 4th. Transmutation
Cursing
Casting Time: 1 action
Range: 10 minutes
Duration: Instantaneous
A magic dust cloud appears around a point you choose within range. The dust obscures the area, covering a distance of 60 feet. You can use a bonus action to cover a distance equal to 10 feet of the dust's area. If the cover is smaller than the area of the dust, the spell ends. Conjuration
Cursing
Casting Time: 1 action
Range: 10 minutes
Duration:
You gain a magical lock on a creature’s possession and control for the duration. The lock can be activated only by certain conditions. For example, you can activate the lock through a creature’s name or name, or you can conjure an object that has a target name and which has an associated lock on it. A creature must choose the condition you described when you cast this spell when you cast it. A creature must always be able to see and hear you, and using any senses you have, a creature can interact with your spell with no assistance. To learn the effect of the spell, read the details of the condition under which the lock activates. You learn whether the spell is set to activate automatically when the creature sees it or when you instantaneously dismiss it. If it does so, it must succeed on a Wisdom saving throw or be activated. If it doesn’t succeed, the spell wastes its use. Necromancy
Cursing
Casting Time: 1 action
Range: 10 minutes
Duration:
You make a creature’s breathing or swallowing ability depend on the quality of your food. If your food is good or sour, your magic food takes 1d8 damage, and if your food is salty or sour, it takes 1d8 damage. If your food contains ingredients that aren’t made from plant food, your magic food takes 1d8 damage. If your food contains raw materials that aren’t native to the area, your magic food takes 1d8 damage. If you cast this spell again, your spells don’t activate, and your spells aren’t restored to your spell slots. You can’t have more than one pot of magic food in a golem at a time. When the spell ends, the golem returns to its normal state, and you can use your action to return to its normal state or attempt to do so again. You can’t do either thing. Abjuration
Cursing
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You draw your breath and let out a soft whistle. You take 5d10 force damage, and each creature within 5 feet of you takes 1d8 force damage. Transmutation
Cursing
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cursing
Casting Time: 1 action
Range: 120
Duration: Concentration, up to six hours
You create the illusion of a creature that you can see within range and conjure up images of a specific creature or activity that you can see within range. The images appear within 1 mile of what you currently see and are of a creature’s height, weight, and type (your choice). You can make your image appear to be cloud, fog, or a mixture of these elements. It lasts until the image is destroyed, or you choose a new image in a manner that is visually and musculically unimpressive. For example, you can create a misty cloud within 100 feet of a creature that is walking on the ground, leaving behind a misty cloud when the creature finishes its movement. Similarly, you can command the image to appear before it moves, such as telling it to move so that it takes a hit, gaining a flying speed of 60 feet, or using it to fling itself from some distance away. To achieve this effect, you must spend 3 minutes concentrating on the illusion before you use it, or you can halve the time required to animate the image by as much as 30 minutes. You can also issue the image a cryptic command, such as to warn off a hostile demigod who attempts to enter its space or to warn off a hostile creature attempting to enter its space. Illusion
Cursing
Casting Time: 1 action
Range: 15
Duration: 1 Hour
A creature uses its action to examine a target object that it can see within range. The creature studies the object and then chooses the one to examine. The creature can determine where the object is located by examining it against another creature’s description of the object within the object’s description. Alternatively, the creature can determine the object’s location from within a map created by the Spellcasting tab in the spell’s description. If the object’s location overlaps with a location visited by another creature, that creature must succeed on a Wisdom saving throw to resist the spell. While the affected creature is affected by this spell, its movement doesn’t reduce any other creature to 0 hit points. If you use an action to mentally examine a creature, you can use your action to mentally command the creature whether it wants to be examined or not; it has total control over the question. You can specify that the creature be examined, such as if you were to examine its soul or its facial features, or you could instruct the creature to perform an action that requires a Wisdom saving throw, such as make a Wisdom check against your spell save DC. If you choose to examine a creature’s natural armor, you can do the same thing. Physical examination If you are examining a creature’s flesh or its organs, the spell might examine the creature’s flesh or its organs. Choose one of the following options for what occurs immediately before your next turn: An instantaneous, nonmagical change to the creature’s physical appearance. The creature can be any creature (including you) or a solid mass of stone or mud that isn’t covered by armor or other protective covering. If the creature has a certain facial trait, such as long snouts, that allows it to see through barriers, the creature has that trait. The creature can’t willingly enter a labyrinth or other forbidden location where magic and other dangers lurk, nor can it enter a body of water that has an open door or a blocked passage. The creature can travel only by magical means, such as a teleportation spell, or magic wrought by a staff, including magic that lets it travel up to 30 feet, step by step, through the air, or levitate objects. The creature can perform any task a human or a beast can perform within 30 feet of the source of the spell, but it can’t perform the task without first consulting the DM. Tongues. Tongues, measured in inches, are the measure of a creature. It is the most important component of a creature’s language (53 percent), though it is usually spoken with an intonation score of at least 1. Tongues aren’t ordinarily secret, and spells and other magical objects rarely reveal them. When a creature uses language in communication with a spell or other magical item, the spell’s language score is incremented by 5 for that spell, and the increment increases by countely as the DM increases the concentration. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (up to 1 minute)
1 Round A magical spell that creates a magic circle in a random space within range. Each circle must contain at least one cube or one cube-sized portion. If the spell creates a circle of any shape that is not a cube, the circle must be within 150 feet of a spot on the floor or within a 60-foot-radius sphere on the floor. For the duration of the spell, the circle can contain up to eight or more cubes. The spell doesn’t target any square or a cube, and the circle can be used to form any other shape that fits within the spell’s area. The circle can be made up of any number of identical cubes, each of which must be of equal size. The spell’s area of effect is determined by the size of the circle and the extent to which it is affected by other spells or effects. Transmutation
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Hour (You can cast this spell multiple times.) A creature that you can see within range must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and is stunned as if it had cast this spell. On a successful save, a creature takes half as much damage. 2 Hours 1 Hour 1 Hour (You can use your action on any surface that you can see within range to create a 20 foot cube of water with a 20-foot-radius sphere of water and a 30-foot-radius sphere of ice. The sphere can be up to 20 feet in either direction. Choose a point within range where you can see the water.)” You can also use your movement to move the water 60 feet in any direction (you can move the water up to 60 feet at a time). The water can be in any direction, though it can”t be directly in the other direction. The water can also be blocked, but it can”t be moved. The water can contain up to 10 gallons of water. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You imbue a creature you touch with the power of your spell casting ability for the duration. The spell must be in the spell slot you used for the spell. 2 Hours 30 Days 1 Day You create a permanent, unoccupied space within range for the duration. The space must be within 30 feet of a point you can see within 30 feet of you. You can designate one of the spaces within the space as being within the space if you don’t already know the space. A creature that moves to that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. A creature can’t be targeted by the spell. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
A construct composed of up to eight creatures appears where it will, within 30 feet of a creature, manifest a magic weapon or a piece of equipment capable of delivering a magic weapon to the creature. The creature must be within 30 feet of the magic weapon or equipment and can cast a divining spell with a 50-percent chance of succeeding. If the creature’s magic weapon reaches its target and the divining spell fails, it instead creates a protective gem on the creature’s head that protects it against all damage and makes it immune to its spells' damage afflictions. The gem is large enough to hold up to a hundred creatures and to contain half as many as a typical human body of water. Transmutation
Cursing
Casting Time: 1 action
Range: 1 hour
Duration:
This spell consumes a willing creature whenever it first appears within range. Any creature that ends its turn within 5 feet of the target must succeed on a Wisdom saving throw or its flying speed drops to 1 mile for the duration. For the duration, a creature can expend up to three willing creatures for each willing creature charmed by this spell. In addition, if you have the Faith class feature, you can expend up to three willing creatures per long rest. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, or similar object owned by the target, the target makes its saving throw with disadvantage, and the spell ends. Illusion
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose one creature or object originating from a place on the ground that you can see within range. That creature must succeed on a Constitution saving throw or become restrained for the spell’s duration. The creature is freed at the start of your next turn if you use a bonus action on a subsequent turn of yours to make another Constitution saving throw or end its restrained state at any time. If you use a bonus action on a subsequent turn of yours to make a melee spell attack, its restraint ends. After using its action to make a melee spell attack, the creature can choose to make a Constitution saving throw or end its restrained state at any time. The creature has advantage on the saving throw if it can’t see or if its concentration is full. If it can’t, the creature must end its turn immediately before the spell finishes. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical device that is capable of perceiving and manipulating objects, spirits, and other creatures. The spell lasts for the duration and can be used to determine the nature of the object or creatures that it perceives. For example, if you make a spell attack roll with this spell, you can use your ability modifier for the attack modifier. If you use your attack modifier for the ability check, the spell can target only those creatures you designate. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical portal between two points within range, a teleportation circle that leads to and from the portal, and one piece of ground in an unoccupied space within range. A surface can be used as a temporary portal, provided that it is square and is 1-foot high. The portal can open and close automatically if you choose. Any creature entering the portal or attempting to exit it takes 2d4 acid, cold, fire, lightning, or thunder damage, and must use a resistance of 14 + the portal’s normal length to do so. The portal is an open portal with a single door whose space is contiguous to the portal. Each creature who enters the portal takes 2d4 acid, cold, fire, lightning, or thunder damage, and must use a free action to break the portal’s closure using Strength or two of two attacks against its pieces of clothing. Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration: You gain a spell slot of the chosen one.
Conjuration
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You imbue a creature you touch with a magic potion that turns it into a celestial for the duration. The spell creates the potion on a creature you touch. The creature remains within 60 feet of you while it is imbued with the spell. The creature’s speed increases by 10 feet for the duration. While the creature is imbued with the spell, it can make a Wisdom saving throw. On a successful save, the target takes 10d12 radiant damage, and it has advantage on the next saving throw made that day on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You make an enchantment charm appear at the start of each of your turns’s. When you cast the spell, you can make one of the following changes to the charm’s language: “English for Harry Potter—Harry Potter and the Sorcerer's Stone’s 'Harry Potter and the Sorcerer's Stone—Harry Potter and the Deathly Ring’s 'Fred and George’s 'Great Hall.' For the duration, the charm appears in your hand and disappears after 1 minute. When you cast the spell, you can also use your action to cast a different one, but the charm must remain in your hand for this spell’s duration. Transmutation
Cursing
Casting Time: 1 action
Range: 1 Hour
Duration:
You mentally shape a thing or someone into something. For example, the wick could be a magic wand, a staff, a piece of jewelry, a set of teeth, or some other symbol or symbol used in a magical activity. The thing or something is neither real nor implied.For the duration, you can see through illusions, gain telepathic contact with creatures other than yourself and gain knowledge of their interests and uses for goods and services. To achieve this spell, you must use an ability score of 10 or lower, which is higher for you than at any other point in the spell's duration. For the duration, an illusion can have up to one manifest ability; a false one increases its chances of succeeding in the spell by 1 percent for each ability score you have. If you cast this spell while you already have an illusion, you gain no benefit from it, and any effect that increases an illusion's likelihood of succeeding in the spell might reduce it from your concentration. Illusion
Cursing
Casting Time: 1 action
Range: 1 minute
Duration: 1 minute
1 round 1 mile (10 miles per hour) 10 miles (30 miles per hour) 60 miles (90 miles per hour) 1 hour (24 hours) 2 hours (8 hours) 1 day (24 hours) 2 days (8 hours) 1 week (24 hours) 1 month (24 hours) 1 year (24 hours) 10 years (24 hours) 10 years or more (24 hours) 10 years or more or less (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (25 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (27 hours) or both (27 hours) or both (27 hours) or both (27 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (31 hours) or both (30 hours) or both (30 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours
Cursing
Casting Time: 1 action
Range: 1st Round
Duration: 1 minute
You make a melee spell attack against a creature you can see within range. It must succeed on a Dexterity saving throw or be affected by the spell. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls against undead and undead with the same level as you. 2nd Round Concentration, up to 1 hour You create a portal that fills a 5-foot cube (10 feet high) with air and then a 30-foot-radius, 20-foot-deep cylinder. The portal can be 10 feet wide and 10 feet high. The portal lasts until it is destroyed. Conjuration
Cursing
Casting Time: 1 action
Range: 20
Duration: 10 minutes
You create or animate up to three pieces of parchment, 5 inches long, 3 inches wide, and 1 inch thick (no. 6 on the interior panel). The pieces are made of paper and must fit inside a 20-foot cube. When you cast this spell and as a bonus action on each of your turns, you can mentally animate up to three pieces of parchment, 5 inches long, 3 inches wide, and 1 inch thick, as long as it lasts. If you don’t have sufficient room for the piece, it collapses onto itself and causes damage. If you cast this spell multiple times, you can have up to three pieces animate at a time. Once you use the spell, you can have one piece disappear from your spell list and animate three more times, or you can animate each piece in turn, and then the piece disappears from your spell list and you are done. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional pieces of parchment at a time, causing one to become a piece and placing it within reach of an action that the spell requires, such as battering ram, by raising the attack button to attack two adjacent pieces of parchment by the same attack. Transmutation
Cursing
Casting Time: 1 action
Range: 24 Hours
Duration: 120 Days
150 Days
Cursing
Casting Time: 1 action
Range: 24 Hour
Duration:
You invoke magic in the space you occupy that is up to 100 feet square. For the duration, you can target plants or magical plants within 50 feet of you that you can see, causing them to sprout magical vines and create portals that lead to them. To create these portals, a creature must first have seen the area and seen at least one of the portals, and a creature that uses an Intelligence (Investigation) check to find out where the portals are pointing must succeed on a Wisdom (Feeling) check. When you cast this spell, you can designate any other creatures that you see within 50 feet of you as being affected by it. You can also specify creatures that aren't affected by the spell, such as plants or animals affected by it mentally or physically. If you create a portal using magic, the spell lasts until it is dispelled and disappears within 10 minutes, after which the spell fails and the spell fails again. Conjuration
Cursing
Casting Time: 1 action
Range: 24 Hour
Duration:
You raise the dead by hanging. Choose three creatures that are no more than 30 feet away from you and that are within 60 feet of a corpse or a chest. The dead can’t harm or attack them. If none of the dead are within 60 feet of a corpse, the spell fails and the spell ends. For the duration, the dead bear no visible physical resemblance to the bodies of the living. The creatures can’t cast spells, create objects, mend broken or poisoned vehicles, stow or retrieve lost or stolen goods, break sores or poison potions, stow or retrieve lost or stolen equipment, or pour out the contents of a vial. The spell ends if you cast it again or if you finish a long rest. Illusion
Cursing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
For the duration, the creature you chose for the first time makes a Wisdom saving throw to resist a polymorph spell. It takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Fireball. The target makes a ranged spell attack against a piece of wood or stone that it can see within 30 feet of it and that fits within the polymorph spell’s range. The target takes a fire arrow shot from a nonmagical weapon or an ordinary nonmagical weapon. Arrows shed bright light in the area take half as much damage from the spell and are immune to it. Fireballs. Missile-sized spheres of frigid vapor fill 20 of 120 º m3 of volume. Each sphere has a caster level of 5 and a diameter of 5 feet. These spheres are heavily obscured to non-magicians and creatures of Medium size or smaller in size but can contain up to 20,000 gallons of water. Fireballs erupt from these flames in wide and intense flashes. Each creature within 30 feet of one puff of smoke, candle, or dim light (your choice) that is large or thinner than flame must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. These flames lash creatures or objects being burned or struck with them with acid, cold, or fire. Conjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magic circle on the ground within range. You can make the circle large and wide, or you can make the radius extend beyond the spell’s range. The circle remains for the duration, and has the same radiance value as the radiance circle you cast this spell with. When you cast the spell, you can choose to reduce the radius by an amount equal to twice the spell’s level. For example, if you cast this spell with a range of 10 feet and a diameter of 60 feet, you can reduce the radius by 20 feet. Transmutation
Cursing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a portrait that appears to be a creature with avision up to 60 feet. The portrait is of a creature of your choice within range that is friendly to you. The creature is under the protection of an illusory, magical seal that protects it against your spells and forces it to become charmed by you. The creature obeys your telepathic commands, and if the creature attempts to attack you, it always defends itself by raising its Attack stat to 2, its Defense to 1, and its Speed to 30 feet. If it fails its saving throw, it can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a sphere of magical energy centered on a point you can see within range. The sphere lasts for the duration and is an invisible barrier that prevents anything but those inside from passing through it. While the sphere is within 1 mile of you, creatures and objects can’t pass through it. Any creature or object that can’t reach through the sphere can’t pass through it. Conjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create or form some sort of magical artifact within which threads life and magic magically surrounds it. The effect can be any object made from magical force, an unwilling creature, or an object created through magic. The object might be a staff, a set of bones, or a chest. A creature wearing armor that is willing or able to shed armor automatically attains this benefit by laying its own steed. In addition, whenever a creature rolls its own weapon attack roll against a target that is no longer wearing armor, the target can make a Constitution saving throw. On a failed save, the creature can’t use its action to attack that target again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you cast as a bonus action on each of your turns until the spell ends. While you have this benefit, you can create fey traps and ward off magic missile attacks. Necromancy
Cursing
Casting Time: 1 action
Range: 30
Duration: 4 Hours
This spell allows a creature’s fur to grow into a magnificent creature’s attire. You choose the color of your robe and how many layers you have of it, or the fabric drawn from a mineral treasure chest. You can set the magic of the robe to appear operetta, garland, cape, or cloak. You can also choose a sort of beast’s clothing, such as a long tunic or a silky tunic of equal length. You can have any of the following effects apply to your robe: Your spells end without being worn or bonded by it. You can end your own spellcasting session by using the end-of-session spell used to mark the start of the session. It still counts toward casting wizard or summoner spells, but the duration has expired, and you can no longer cast these spells in the meantime. Dismissal. If you cast this spell and drop one ounce of silver on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Ties. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration. Wound. If you use this spell and drop one ounce of blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Sleep. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Poison. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature falls unconscious if it doesn’t have enough oxygen. If you use this spell and drop one ounce of leadening blood on a creature you choose within range, the spell lasts for the duration, but the creature falls unconscious if it doesn’t have enough oxygen. Sleep. If you use this spell and drop one ounce of leaden blood on a creature, the spell ends for that creature. Sleep Ties. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it doesn’t have enough oxygen. If you use this spell and drop one ounce of leadenerd blood on a creature, the spell ends for that creature. Sleep Ties. If you use this spell and drop one ounce of leaden blood on a creature, the spell ends for that creature. Sleep Sleep, Round 2 You awaken a willing creature who has reached the maximum height possible in the prior 24 hours. The creature, who must be within 5 feet of you when you cast this spell, is blinded until the spell ends or dies. For the duration, the creature is unconscious if it w asleep or if someone uses a successful Wisdom saving throw to regain consciousness. If the creature wakes up under any circumstances, it returns to the top of your concentration for the duration of that spell. At Higher Levels. When you cast this spell using an ordinary or alchemical spell slot, you can create a magical link between the magic of the linked spell and the warded condition. This magical link, if present, would create a magical bond between the two spells. If you are casting this spell using a magic link spell cast using a nonchemical spell slot of 2nd level or higher, you can create a magical connection between the two spells, creating a magic circle with an inch of space where you can see the magic link. Abjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
A creature of your choice within range regains temporary hit points equal to 1d4 + your spellcasting ability modifier. While the target’s hit points are low, it takes only 0—2 damage per level of the spell. The regrowth effect lasts for the creature’s whole duration, if there is one. After the creature regains hit points, it reverts to its original form, fills its slackened form with temporary warmth, and gives a flying attack against a creature within its area of effect. If the creature drops to 0 hit points before this effect ends, the creature awakens at the start of its next turn, and it can use its reaction to regain hit points. If it does so before then, the creature takes no damage. Conjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cursing
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 2 hours
This spell allows a creature’s breathing capacity to adjust so that it can safely inhale harmful poisons while it is still conscious. When you cast this spell and as an action on each of your turns until the spell ends, you can mentally command a creature you can see within range to produce the poisons you’re preparing. The creature must succeed on a Constitution saving throw or take 1d10 poison damage. When you first use this spell on the creature, you can have the spell stop on it if it succeeds on a Constitution saving throw or if it also saves its turn. The creature is under your control for the duration, but it can’t attack or target other creatures. You can‘t have the creature beheaded. Transmutation
Cursing
Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute
You transform up to five willing creatures of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage, and it must restart its turn by pulling itself free of the spell. The target automatically reverts to its human form if it is still alive, if the spell ends before that time, or if it can no longer function as a creature. An uncontrolled creature can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy
Cursing
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform any object you touch. You choose a creature that you can see within range and that is within range of a spell of 3rd or lower level (your choice), an ability spell of 4th level or higher, or a spell of 5th level or lower. The transformation lasts for 1 minute. The transformation ends if you polymorph a nonliving object or if you instantaneously transform an illusory duplicate of another object (your choice which creature’s plane of existence you are on). The transformation might occur on a target you choose within 10 feet of it, on the second creature’s object, within 10 feet of an ability spell you cast, or within 50 feet of a spell you might cast with a 9th-level spell. For the transformation to work, the object must be within reach of the spell’s effect (like a torch or a magic axe), and the transformation can target a creature. To do so, it must succeed on a Wisdom saving throw or be affected by magic missile. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target 1d4 additional creatures for each slot level above 6th. Transmutation
Cursing
Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous
You create a magical item of a certain kind within range. You can use a bonus action on any creature you can see within range to create the item that you want. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the item explodes. Transmutation
Cursing
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You teleport yourself from the current location to any other location within 10 feet of one of the locations you specify to await the casting of another spell. You appear in shadow (up to 30 feet in diameter) and under water, and you appear to a creature within range on the cast target. An incorporeal creature deals 2d6 necrotic damage to both you and casting of the spell. If you are moving at full speed over the necrotic damage, you also instantaneously become invisible, making your movement difficult. You can use this ability again and again as part of maintaining concentration, up to 1 minute (at the DM’s option). If your concentration ends before 11th level, your movement doesn’t interrupt your concentration. You can use this ability again and again as part of maintaining concentration, up to 1 minute (at the DM’s option). If your concentration ends before 17th level, your movement doesn’t interrupt your concentration. If you end your concentration before 27th level, your movement can neither interrupt nor interrupt your concentration. Illusion
Cursing
Casting Time: 1 action
Range: 3 Days
Duration: Touch
Your hand moves within a 30-footradius sphere centered on a point within range. Until the spell ends, a creature of your choice that you choose must succeed on a Strength saving throw or be unaffected by the magic circle for the duration. While in the spell’s radius, a creature can use an action to move up to 5 feet along a vertical rope that runs perpendicular to it. It moves as if it were climbing and must follow the rope until it moves. When the magic circle is up to 30 feet in any direction, it triggers an arcane spell and creates a magical circle centered on it that lasts until the spell ends. When you cast this spell, you can have up to three bolts linked by another spell of 3rd level or higher, or you can have two bolts linked by a spell of 3rd level or higher. The magic circle can contain up to 1,000 bolts. If more bolts are created in the spell’s area than are needed to create the magic circle, the spell ends and magic flares from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of bolts created by the magic circle increases by two for each slot level above 3rd. Conjuration
Cursing
Casting Time: 1 action
Range: 3 Hours
Duration: 6 Days (up to 1 year)
1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year)
Cursing
Casting Time: 1 action
Range: 4 Hours
Duration: 1 Hour
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Cursing
Casting Time: 1 action
Range: 5
Duration: 24 Hours
This spell allows you to banish an undead creature to an unholy pit within range. The target must make a Wisdom saving throw. On a failed save, it takes 2d6 necrotic damage. On a successful save, it takes half as much damage. At the start of each of its turns until the spell ends, the target can make a Wisdom saving throw. On a failed save, it can’t take the Dash action, but can use its movement to move up to its speed so that it can pass. While in the pit, the creature can’t talk, eat, or otherwise harm the creature. Creatures within the pit can’t harm the creature by reason of its unwholesome presence here, and any creature within 5 feet of the pit and within 5 feet of the pit and within 5 feet of the creature if it is friendly to the creature or friendly to another creature might hear what it says, and creatures within 5 feet of the pit and within 5 feet of the creature might see images from the pit depicted on its person. The image must come from a different source than the pit’s image, and the image might be of a creature, an object, or an illusory creature that could be a creature, an undead, or an animated skeleton. To see such a creature in person, the creature must be within 5 feet of the pit and within 5 feet of the image. The image can be animated, but the creature must have a certain proficiency with the animating arts included in the saving throw. The creature animates for the entire duration, or until the image changes form. If the creature animates for a minute or more, it animates for the duration. Casting this spell on the same creature every day for a year makes this effect permanent. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. Additionally, if the target is undead, it is pushed to one side of the target and must make a Constitution saving throw against poison. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Necromancy
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 hour
Choose up to three creatures or objects within range who you can see within range. Creatures and objects appear natural for the creature’s space, as if they were within its space. When you cast the spell, choose one of the following options to target one of those creatures or objects: You create an illusion of an unwilling creature using the w ill talent. For the duration, the creature has disadvantage on attack rolls against creatures or objects of a form you choose, and the illusion lasts for the duration. If the illusion can be dismissed and then restored to its original form, this spell instead targets an object of an illusion made of an object or a creature. While an object of an illusion is targeted by this spell, the creature can’t be dispelled using attacks, spells, or other magical effects. If you cast this spell on an object of an illusion that isn’t being worn or carried, the creature can dismiss the illusion with advantage. Illusion
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This magic spell creates an invisible barrier of shimmering silver between you and a creature of your choice within range. Choose two creatures in the area, and a spell caster chooses one of the three effects that apply when the spell is cast. Creatures of the choice that don’t speak a foreign language also don’t detect you as a stranger. While you are traveling with a creature, you can telepathically communicate your location to that creature (no action required by you) if you wish. Alternatively, you can communicate with another creature you have hit with a spell, if that creature also has a ranged weapon (your choice), if that creature also has an attack and a spellcasting ability check (your choice) of your, or if you have profited by a spell of your level or higher that allows you to cast spells of your level. Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows you to create a magical permanent teleportation circle that extends into the Ethereal Plane. Choose one of the following effects when you cast this spell. You create the circle on the first level of an unoccupied space you can see within range. You instantaneously teleport one willing creature you can see within range of you to an unoccupied space you choose within 30 feet of a teleportation circle you have created. You instantaneously teleport a Medium or smaller creature within 30 feet of you to an unoccupied space you choose within 30 feet of a circle you have created. You instantaneously move an object within 30 feet of the circle, such as a bowl, that you create the circle. The object is no longer within 30 feet of the teleportation circle and so it no longer takes force to move it. If you cast this spell multiple times, you can have up to two duplicates active at a time, and you can dismiss such a spell as an action. Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants you the ability to move between fixed points at any pace you choose within range. You can move up or down as a bonus action on each of your turns after taking the Dash action. These changes don’t protect you if you move more than 60 feet from one fixed point to another. For example, you can move from one point within range to another within 1 mile. This spell can last up to ten uses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cast up to two 12-foot cubes of ice on a target for 3d6 minutes, after which time you must finish a long rest. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You awaken in a location far away from home. The location can be a temple, a temple complex, a mountain or a lake. For the duration, a creature that can’t move or is prone to attack can hover or swim around an open pit, opening a portal to another plane of existence (for example, you might open a portal to the dead or the tomb of a legendary lich, thus raising your vampire count to 11 divided by 50). The portal opens from behind a Large tree and extends out from a Small rock. You can use a bonus action to cause the portal to open at the caster’s discretion, however, otherwise the portal is obscured and the spell fails. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You imbue a creature with a magical power that it can use to do whatever it pleases. The creature must succeed on a Constitution saving throw or take 1d6 necrotic damage. The spell can end in failure if you cast it more than once. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Transcendental abilities that alter the way you perceive an object or phenomenon that you perceive within range. You can use your reaction to cause the object or phenomenon to move with you, causing it to move in a straight line, as long as the line is not more than 30 feet long. The effect lasts for the spell’s duration. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Your magic deepens a creature’s nightmares. A target must succeed on a Wisdom saving throw or take 1d6 necrotic damage associated with its dreams. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You attempt to consume an unwilling creature you can see within range. Until the spell ends, the target can use an action to cause an unwilling creature it can see to fall prone. The spell ends if the target takes any damage or if it is charmed by you for the duration. If you cast this spell on the same creature or object every day for 30 days, the duration is cumulative, and the spell ends on the target. If you cast this spell on the same creature or object every day for 30 days, the duration is halved. Enchantment
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you are immune to all damage, and you can’t focus your mind or take any actions while in the form. The spirits appear for only a limited time before disappearing. A disintegrate spell targeting a different creature or object destroys the spectral duplicate instantly. Evocation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only assume the form of a human or a beast. The creature can use any equipment it chooses that isn’t of a creature’s level or level beyond the first level of its level. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Divination
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A spellcaster can cast a spell of 1st level or higher for the duration. The spell can target multiple creatures, spells, or objects. Each creature of the chosen type must make a Charisma saving throw. On a failed save, a creature takes 2d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature can also use its action to make a Wisdom saving throw. On a successful save, a creature takes half as much damage. On a failed save, a creature takes half as much damage. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a shimmering object within range that lasts for the duration. The object is a sphere of soft silver or emerald green light, up to 10 feet in diameter and 5 feet high; it can be up to 25 feet high and 1 foot wide. This spell has no effect on undead or constructs. The item disappears when you dismiss it as an action, if any, and you can reapply for it at any time again. If you did so, you could cause the shimmer to reappear in your hand, shedding bright light in bright light, up to 30 feet each time you take a - 4 penalty to your AC or saving throws, or half as much damage (your choice when you create the spell). Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You implant an invisible force field on a creature that you can see within range. The field, which has an area of chaotic terrain and lasts for the duration, is 100 feet long, 10 feet wide, and 5 feet thick. The field is contiguous with a sphere centered on a point within range. You can shape the area in any way you choose so long as you shape the area in any way that makes the terrain appear natural for the terrain to face. You can shape any portion of the terrain as if it were a vegetable or tree. Alternatively, you can shape any portion of the terrain as if it were a thicket of thickets. The shape of the field is contingent on how you shape the area. If you shape the area in any way that makes the terrain appear natural for the terrain to face in a particular way, the terrain is pushed up to 10 feet of vertical and 10 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 20 feet of vertical and 20 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pushed up to 30 feet of vertical and 30 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 40 feet of vertical and 40 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 50 feet of vertical and 50 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 100 feet of vertical and 100 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 200 feet of vertical and 200 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 300 feet of vertical and 300 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 400 feet of vertical and 400 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 600 feet of vertical and 600 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 700 feet of vertical and 700 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 800 feet of vertical and 800 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 900 feet of vertical and 900 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 1,000 feet of vertical and 1,000 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 100 feet of vertical and 100 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 300 feet of vertical and 300 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 400 feet of vertical and 400 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 600 feet of vertical and 600 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it takes damage this way. A target killed by this damage rises up as a lich. Whenever a target takes damage from this damage, the target gains an additional 1d6 necrotic damage. The target’s hit point maximum must be reduced by at least 50 percent by the time the spell ends. A target can make a Constitution saving throw at the end of each of its turns to eliminate this spell from its statistics. On a successful save, the spell ends. Necromancy
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You point your hand towards a creature you can see within range and whisper in it with a low murmur. The creature must make a Wisdom saving throw. On a failed save, it takes 10d8 psychic damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. The spell ends if the creature attempts to cast another spell within 120 feet of you. Necromancy
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic spreads out over an area of ground that you can see within range. The area of the magicked area is 1,500 feet to a point within 5 feet of you (if you are within 500 feet, you can choose a point within 500 feet of you). You can manipulate warding around each of the affected w arms to keep them from attacking each other. When this spell ends, the magic disperses in a mass of flame that spreads around corners, forming a 25-foot-radius. 40-foot-high cylinder 5 feet thick and 5 feet wide blasts forth from you in a 20-foot section of air. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. On a successful save, it is blinded and deafened for 1 minute. The cylinder lashes each round for the duration. While blinded and deafened, a creature must use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends. Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a Huge, gray beast from the ground and lay it to rest in dungeons or the open fields. The beast appears in an unoccupied space of your choice within range. The beast can be up to six creatures, or up to a maximum of six creatures each round. You can summon the beast’s cub by throwing it or laying it on the ground, or by attacking it with an attack using your movement. If you have no movement left, the beast can attack you at the start of each of its turns, provided that its food source is within 30 feet of you. If you have no food source within 30 feet of you, the beast doesn’t make a food jump and instead rolls 6d10 and can make a Strength or Dexterity check twice as difficult. This spell has no effect on undead or constructs. When you cast this spell, you can dismiss any of its attacks and dismiss its spell. With a successful check, it can then return to your hand to break free again. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 force damage. This force damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spellores up to ten creatures of your choice within range, in a 20-foot cube centered on one point you choose within range. Each target must make a Wisdom saving throw. It takes 3d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Necromancy
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical restraint on a creature you can see within range. The creature must make a Strength saving throw. It takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained while it makes the saving throw. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature w ho ters any resistance to that saving throw. A restrained creature can then use an action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature takes half damage on each of its turns. Transmutation
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magic circle centered on a point you can see within range. When you cast the spell, you can create up to six 30-foot-radius squares in the area. Each of the squares must be within 30 feet of each other. The spell does not alter terrain, but you must designate one such square within the circle to cast the spell. If you cast this spell on a Large or smaller creature, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the spell ends. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a spectral creature of your choice that you can see within range. Choose one of the following options when you create the creature: 1. You create the creature within 30 feet of you. You choose the target of the spell. You or an object of your choice that you can see within range is created. The creature has advantage on any Strength checks that you make to cast the spell. The creature can make one additional Strength check. On a success, the creature becomes a spectral creature. On a failure, the creature becomes a spectral creature until the spell ends. The creature can use its action to make a Strength check against your spell save DC. On a success, the creature becomes a spectral creature of your choice that can’t be affected by this spell. The creature’s speed is halved and it sheds bright light in a 10-foot radius. A spectral creature can’t be charmed by a spell or by an effect that makes it invisible. The creature also doesn’t have to make any attack rolls or use a weapon. Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute
You create a magical potion that takes effect when you make a melee spell attack against a creature within your reach. When you make the attack, you make the attack roll with advantage. The target takes 8d6 damage of the attack, which is magic. A creature can use its reaction to make a new attack roll or make an attack roll a previous one. If you make a new attack roll or a subsequent one with advantage, the potion reverses itself, and the spell ends immediately. Evocation
Cursing
Casting Time: 1 action
Range: 60rawdownload1 day
Duration: 1 hour (at the end of each of your turns)
Conjuration
Cursing
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You choose a creature you can see within range to enter the target's space if that creature’s height, weight, or speed match the distance from the target to the space you’re within. The target can use its action to make a Strength or Dexterity check (its choice) against your spell save DC to teleport you to the space you specify. The teleport succeeds if you use your action to do so. A teleport effect occurs when a creature uses its action to use a teleportation move (called the "spinning wheel effect") to appear at a designated location on the ground within 5 feet of the target. The spell automatically ends when an affected creature uses its action to do so. If you cast this spell using a spell slot of 5th level or higher, the spell activates in the space you specify for each slot level above 4th. Transmutation
Cursing
Casting Time: 1 action
Range: 6 DaysThis spell has no effect on undead or constructs. It is a magical, magical force that can be felt and felt by all creatures, and can be felt and felt by creatures of your choice that aren't being charmed. A creature who is affected by this spell by an attack or spell attack that is casting this spell must make a Wisdom saving throw. On a failed save, a creature takes 8d8 necrotic damage. On a successful save, a creature takes only half as much damage.
Duration:
Transmutation
Cursing
Casting Time: 1 action
Range: 8 Hours
Duration: Concentration, up to 1 hour
You choose an area of stone or mud that you can see within range and that fits within a 20-foot cube. You manipulate the stone or mud so that it moves in a straight line up to 60 feet per round for the duration, replicating the movement and effect of a simple mundane weapon. As the stone or mud moves, you can change its size or shape, either vertical or horizontal. The changes create a new square, create an opening, or open an area of open space. Each change lasts for the duration. If you switch to a different square or create an opening for an open space, you can create up to four such spaces for a spell slot of 3rd level or higher. Transmutation
Cursing
Casting Time: 1 action
Range: 8 Mile
Duration: 1 Hour
You teleport yourself to anywhere within range to a place of your choice within range. You choose whether the illusion is real or an illusion created by an effect or magical sensor. An illusion created by an effect or magical sensor can be damaged, cast. or cast to reveal an illusory construct of a creature’s true form. Dispel Magic succeeds if you have no more vials remaining. If you use a spell slot of 3rd level or higher to do so, you can dismiss it as an action. Illusion
Cursing
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell allows you to permanently banish an unwilling creature you touch. For the duration, the target becomes invisible. You can dismiss this spell using any of the actions above, which target the creature. While invisible, the target can see through only one object of your choice that it can see within range, and it can’t be targeted by this spell. Transmutation
Cursing
Casting Time: 1 action
Range: 90
Duration: 24 Hours
This spell creates and consumes objects in a 60-foot radius centered on a point you choose within range. An object that is no larger than a Medium object or that weighs up to 500 pounds falls to the ground where it appears. Any creature that can’t be targeted by this spell’s noise or envocation spells or knows whose voice it is (and where that voice is located) must succeed on a Wisdom saving throw or become frightened while frightened of you. Conjuration
Cursing
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 90 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Cursing AbjurationCursing
Casting Time: 1 action
Range: Abrupt Decay
Duration: 10 minutes
This spell requires a certain quantity of food and 3 gp worth of jewelry to perform. The spell lasts for the duration, and there is a 50 percent chance that a Tiny or smaller creature in the area dies within that time frame. The spell can cause the corpses to decay into other types of undead, as described below. The corpses shed magic and become undead. The spell ends for you and your companions when it strikes. The spell consumes 3 times as much food and 2 pounds of jewelry as normal. The spell ends for you and your companions when the caster silences you with a harmful breath spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the size of undead from 2 feet to 3 feet in one of the following ways: You can halve the speed of undead from traversing the floor or the ceiling to one creature’s pace for the spell’s duration. You can move up or down on a creature’s back foot to up or down to avoid it. You can move up or down on a creature’s front foot to avoid it. If you do anything that would leave an affected creature’s space for dead or unconscious creatures, you can use your action to move the creature up to 20 feet and then repeat the attack using only its front foot. Abjuration
Cursing
Casting Time: 1 action
Range: aneous
Duration: 10 minutes
You create a veil of magical force or hilt that guards an area and surrounds a creature you choose within range. The spells you cast each round for the duration, ending the effect on that creature. The veil lasts until the spell ends, at which point a creature is permanently hidden from view in a 20-foot-radius sphere centered on it. The sphere remains for the duration, but it can’t disappear. When the sphere moves, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and has disadvantage on the weapon attack and attack roll it makes as a bonus action. On a successful save, it has disadvantage on both attack rolls and attack rolls against targets within 5 feet of it. Transmutation
Cursing
Casting Time: 1 action
Range: Augmented Intelligence
Duration: 150
Concentration, up to 1 hour You shape a sphere of blue light in range that fills up to five feet of your natural surface for the duration. For the duration, lanterns, illuminated by candles, turn faint and dim, and creatures with darkvision can’t see. You can change the brightness of the sphere at any time, ending the spell. If you do so, the light spills over into other creatures, out of reach for some or all creatures. Transmutation
Cursing
Casting Time: 1 action
Range: Augmented magic enables a creature to assume the form of a powerful creature or to assume a different form completely. The chosen form can have additional capabilities, such as the ability to assume the form of a Huge or smaller creature, a greater maturity, a lower base to its size, or a different form. The chosen form can have physical characteristics that are physically impossible for other forms to match. Your DM might suggest that this form be your other form. If your form is not physically possible, you might create a new form in which you have the ability. You might then have to re-create your existing form to maintain control over it. This form would automatically assume the true form of the creature you chose. You might instead assume the form of an undead, a creature that is hostile to you, or a different kind of creature. For example, an undead that attacks you might assume you are fighting it in an unoccupied space on the ground.
Duration:
Transmutation
Cursing
Casting Time: 1 action
Range: Augmented Self
Duration: 13 Days
You awaken a creature’s awakened state from within, up to a length of 300 feet and extending beyond your reach. For the duration, the creature’s conscious thought and memory are unaffected by any of the following effects of this spell. As an action on your turn, you can repeat the spell, ending the duration on a success. Necromancy
Cursing AuguryCursing
Casting Time: 1 action
Range: Augury120
Duration: Concentration, up to 1 hour
You imbue a creature you touch with divinity or worth in another plane of existence. The spell's target is within 1 mile of you. Transmutation
Cursing
Casting Time: 1 action
Range: Category
Duration: Unarmed
CategoryFeather type used for casting spell of bard level 1 or higher. CategoryMajorWord,’d6 School. 8 Hours You make aWord spell using your spellcasting ability. The spell is nonmagical and can’t be cast by a creature other than you. It also has no effect on you. If you cast this spell on the same creature or on a different one, the spell fails and the creature (who is also fighting you) becomes blinded until the spell ends. Divination
Cursing
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
As you finish casting, the ground in a 20-foot radius centered on a point within range becomes difficult terrain until cleared. Each creature that starts its turn in the ground in the area becomes heavily obscured. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the spell’s area. Make a ranged spell attack. You have advantage on the attack roll if the spell is based on a different type of terrain. On a hit, the target takes 1d12 lightning damage, and the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You choose a creature you can see within range and mystically appear in it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the start of each of the target’s turns, and each time it takes damage, the target can repeat the saving throw. A creature with an Intelligence score of 4 or less isn’t affected. At the end of that time, it can make a Wisdom saving throw. On a successful save, the spell ends. Illusion
Cursing
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You createaneous magic where a creature of your choice that you can see within range’s breath weapon and within range of another creature’s weapon and made from a nonmagical weapon and similar explodes in a 10-footradius sphere centered on the weapon. Each creature in the sphere must succeed on a Constitution saving throw or take 1d6 radiant damage. A creature takes 1d6 radiant damage when it enters the sphere for the first time on a turn or ends its turn there. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You touch a creature or object that is within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The target remains within 60 feet of the target until the spell ends. Conjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Describe or name a creature that is animating an illusion or another magical effect. You can use a spell slot of 2nd level or higher to spell out the illusion, describe its characteristics, and give the creature a name. The illusion is animated and lasts for the duration. When the creature becomes aware of the illusion, it acts in an erratic and unpredictable manner that makes it impossible for it to move or do anything that requires concentration. The creature can be charmed, frightened, or convinced that whatever it is doing is magical, if you use a spell slot of 3rd level or higher. If you use a spell slot of 4th level or higher, the creature can be charmed, frightened, convinced, or awakened. Illusion
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a protective magical circle that protects you and your companions from physical harm. Until the spell ends, any creature that you choose that damages you or damages someone else while you are within the magical circle prevents the magical circle from closing. Creatures or objects can't be affected by the magical circle. Creatures and objects can’t be targeted by the circle, and creatures and objects can’t be evaded by the circle. The magical circle protects you and your companions from harm. Creatures or objects can’t be targeted by the circle. When you cast the spell, keep your concentration, or as an action, whenever you cast a spell that targets a creature or a creature of a different kind on your turn, the magical circle appears and lasts until the spell ends or until you dismiss it as an action. You can dismiss the protective spell’s effect as an action. When you cast the spell, you can dismiss the spell’s component as an action. If the magical circle overlaps a creature or an object, the spell is broken, and the enchantment and other effects removed by the spell are reinstated, but the spell remains intact. The spell has no effect on you or your companions. Conjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a swirling vortex within range that fills a 10-foot cube with misty mist. For the duration, these clouds cover a 25-foot-radius sphere centered on the vortex. When a creature moves into the vortex for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 2d8 bludgeoning damage. On a failed save, the creature takes 1d8 cold damage. When a creature uses its action to move into the vortex, it can make a Strength or Dexterity check against your spell save DC. If successful, the creature’s Strength or Dexterity check is broken (its normal check for that check fails), and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a vortex of magic within range created specifically for it. Choose a point you can see on the ground within range, as a waypoint or a temple you choose within range. A waypoint is an area in which a particular spell of 5th level or lower might affect that creature or a place it might be used for an activity. A temple is a place where a certain spell might affect a creature or place the creature would be in if it w ere already there but not there. A waypoint is an area where a certain spell might affect an area of stone, stone trap, or even some natural part of a place. A temple might be dedicated to another god, a deity or a group of gods, a place dedicated to another god of another kind, or a place dedicated to another god but dedicated to magic. The waypoint is a place where spells might affect it. It might have a dedicated altar dedicated to a god and an ancient symbol of your deity dedicated to magic, a statue dedicated to a deity dedicated to magic and a jeweled shrine dedicated to your deity. A temple dedicated to your deity might have a symbol of its deity inscribed in an incense symbol or a cross dedicated to your deity. You might even have dedicated sarcophagi dedicated to your deity. Whatever symbol you choose, you create a portal that leads to a different temple dedicated to your deity. An altar dedicated to a specific deity might lead to another temple dedicated to another deity or to another temple dedicated to magic. The portal is a portal that can be opened and closed at any time by either hand. You can use a bonus action to open the portal and keep it closed while you are conscious. Divination
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell takes effect when you cast this spell at the same location as the one you used for the mending spell. For the duration, you can dismiss the spell as an action. You can have no more than two of these locations at a time, and all mending spells of a level or higher fail if no mending spell of a level or higher appears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell turns all animate corpse parts into animated versions of one another for the duration. An animatronic skeleton with a skeleton form, created by a lich’s illusion, can create one of these skeletal remains for each corpse within the animatronic form. Each skeletal part has AC 5 and 30 hit points. This spell could turn any creature within 30 feet of the point where the illusion took root (such as the mouth) into a skeleton, a creature that is proficient in the artisan’s tools skill (creatures and things made from tools and a staff) or a staff of equal or greater intelligence (creatures and things made from stalks of the same plant or shrub). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four nonmagical duplicates of an original creature for each duplicated creature. For example, a creature of the size or shape of a half-elf can create a statue of a halfling or a halfling beast by creating four duplicates of a creature and dividing the two into four sections. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause a creature you touch to gain a number of hit points equal to twice the spell’s level. For the duration, the target has disadvantage on attack rolls and ability checks. While the target is affected by this spell, any effect covering it has disadvantage on its attack roll, its attack weapon attack roll, or the attack weapon attack modifier. Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to twenty objects that you can see within range to dance around a creature that you can see within 60 feet of it. The dervish obeys any verbal commands that you issue to it (no action required by you), even commands such as "steal whatever it blocks" or "go out for a swim." It disappears into thin air and doesn't appear in or around any other places within range. You can use a bonus action to dismiss this spell. If you do so, the target takes an action that has no duration and can be dispelled by spells originating from elsewhere in the DMI container. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical portal between two points on the ground within range. The portal leads to an unoccupied space that you can see on the ground within 10 feet of one point on the ground (your choice). Until the spell ends, the portal leads to a place you choose within range, that you can see, and that is open to the public. When a creature enters the portal, the creature is transported to a different unoccupied space on the ground within 10 feet of the portal. The creature is completely enclosed by the portal and can’t leave it. The creature can, however, use an action to cause an effect that would open the portal, such as speak with a creature familiar or leave a sealed door open. Illusion
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a minor distraction that silences one creature or object of size Small or smaller within range for the duration. A distraction lasts for the duration, moving targets to another plane of existence, or returning targets to their original locations. When you cast the spell and as a bonus action on each of your turns before the spell ends, you can teleport one willing creature you can see within 5 feet of you to an unoccupied space you can see within 5 feet of the distraction. Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create an object that lasts until the spell ends. A transparent cylinder—up to 1 inch in diameter—crumbles to bits as part of the reshape spell used to create the object. The object looks like a normal creature’s body and functions like a normal creature’s body. You can use the spell to mend, strengthen, replace, or even repair any of the equipment created by the spell, either by manipulating a creature corpse or by dropping the creature or an object into the rump of the cylinder. You can also animate a new creature or create an object of a creature’s creation. The new creature or object appears within 20 feet of the spell target, and the creature or object is no longer restrained by the spell. (Typically, a restrained creature is in the cylinder and can use an action to make a Strength or Dexterity check against your spell save DC to be freed.) You can’t use the spell again until the creature’s body is severed from it. The cylinder doesn’t hurt to make a melee spell attack with it, unless the creature is killed or injured while it is unconscious. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a sphere of antimagic field within range, centered on the point where a creature would hit you with a melee attack, and hold up to two feet square. Until the spell ends, the sphere explodes, dealing 2d8 + 1d6 lightning damage to the creature that opened it. fire breathing (30 ft.) Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your gaze leaps from a creature within range for the spell’s duration. A creature must succeed on a Wisdom saving throw or take 4d4 radiant damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 6d4 radiant damage. On a successful save, it takes half as much damage. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You summon up to four Medium to moderate monsters within range. These monsters (up to eight) appear in unoccupied spaces in all but one location on the area's surface. When you cast the spell, choose one of the following options for the summoned monsters: You create a spectral or magical beast of challenge rating 2 or lower You create a spectral or magical beast that is Huge or smaller, such as a giant or a giant bard, that weighs up to 500 pounds and becomes animated until the end of your next turn You instantaneously create an area of acid or gaseous form in which one or more of the summoned monsters can be made to enter the area, cause harm, and’’t untangle You instantaneously cause an area of acid or gaseous form in which one or more of the summoned monsters can’t be formed, such as a dragon’s pit or a lich’s lich. This spell has no effect on undead or constructs summoned by spells or by magic. Abjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell creates either an illusion or a phantasmal image that can be used as a visual cue for other creatures of your choice within range. Such a phantasm creates the appearance of a creature of the same or similar physical form as the target. For the duration, the target can’t become more than 30 feet long and has resistance to cold damage. When the phantasm creates the illusion, the target can take the Attack roll to move up to half your speed. On each of your turns, you can use your action to move up to twice your speed; if you move faster than this, you can move as far as 60 feet away from the phantasm. If your spell ends early or both creatures become affected. As an action, you can change the phantasm’s illusion to one of your own, causing both to disappear and to remain in place for the duration. The phantasm creates an image of the target that lasts for the duration. If the phantasm is on the same plane of existence as you, the phantasm creates an image of a creature that is within 1,000 feet of you. This image can't be duplicated by other creatures. An image of a creature created by placing a spell slot into an object created by this spell disappears when the spell ends. Instead, an image of a creature that is created by placing a slot spell into an object created by this spell disappears when the illusion ends. Illusion
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
This spell locates a particular kind of creature or beast, based on its size, kind of inhabitant, and what kind of equipment it carries. The spell ends if the target drops to 0 hit points, if the spell targets a creature other than a beast or a humanoid. If the spell ends if the target doesn’t carry any equipment, the spell ends for it. Divination
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You cause up to ten candles within range to flicker, dim, and become difficult terrain for the duration. You can cause these trees to become difficult terrain by raising the elevation difference between the two points and by raising the distance from one tree to the other (10 feet). When the trees become difficult terrain, they wilt and fall as snowballs, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the trees are destroyed, they wilt and die as snow, shedding bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the difference between the elevation difference between the two buildings becomes negligible. Conjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a circle of vaguely humanoid form with a 40-foot radius on the ground that you can see within range. The circle is circular and occupies a 5-foot cube from you to you. Until the spell ends or the creature w as summoned by a spell of 5th level or lower, the circle is tangible, though it isn't as bright as normal light. Whenever a creature moves into the cylinder for the first time on a turn or ends its turn there, it and any creature immune to its spells' damage taken and its speed reduced by 10 feet for the instant or brief time following must roll a d4 and add the number rolled to the damage die. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a warp of energy that lasts for the duration. The warp spreads from one creature you can see within range to all other creatures within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. A target must also make a Wisdom saving throw at the end of its turn. On a success, the spell ends. Conjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create magical portals at the top and bottom of your living space that are both vertical and horizontal, with walls extending from them. You can create these portals with some success, opening portals at the top and bottoms of your living space. The portals can be large enough to let you pass without falling. The portals are made of magical energy and can be created as a solid object or as a structure. A portal is a piece of magical force that can be pulled within range and created on the portal. The portal is large enough to allow you to pass through without falling. The portal can have portals at the bottom and top, or portals at the sides and bottom. The portals can be open or barred, making them difficult to enter or exit. You can use an action to teleport to one of the portals and spend 15 minutes laying waste to one creature you touch that can fit inside the portal. Transmutation
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You summon a creature of your choice that you can see within range. The creature must be within 5 feet of you when you cast this spell. The creature must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks until the spell ends. On a successful save, the creature is no longer affected by this spell. Conjuration
Cursing
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You summon invisible creatures that follow your instructions. You choose invisible creatures that are Medium or smaller. You create one of the following statistics for the summoned creatures: You create the illusion of levitation, or You instantaneously move or levitate a creature within 5 feet of you. If you cast this spell while you have no Spellcasting Ability, your spell fails and the creature becomes charmed. You create a nonmagical blast of flame that ignites when it hits a creature or a pillar, and it flickers, avoiding all but bright light and forming an illusory pattern of flames around the creature. If you move a creature, you can move the flame as a bonus action on each of your turns to create a new flame. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon 5 additional fiends for each slot level above 7th. Divination
Cursing
Casting Time: 1 action
Range: Concentration, up to 8 hours
Duration: Self
8 Hours You create dimly-lit dungeons, chambers and other special chambers beneath the sand and dirt of the Golarion Range, a land of rolling plains covered with rolling hills, surrounded by dark alleys and towering stone pyramids. Choose any of the following options for what appears to be an enclosed chamber, chamber, or other visible area. The surface of the dungeons and chambers is obscured except for the stars and the moon, at the DM’s option. A door, a passage, or a waypoint is created only by the DM’s choice, and any creatures that are completely obscured by the fortress’s walls disappear. Furnishings, torches, and similar objects created by this spell shed dim light within 10 feet of the spot you chose must be of appropriate size and shape to function in the chamber’s interior. When you cast this spell, any of the following magical effects can occur within 30 feet of the target: Any creature charmed by this spell takes 20d6 radiant damage. The fortress crumbles into rubble, forming a 15-foot-radius sphere centered on a point within range. Any Medium or smaller creature on the ground in the area becomes paralyzed. The creature remains there for the duration of the spell, either unconscious or incapacitated, attempting to move its paralyzed friend to another chamber. The creature makes a melee spell attack by throwing an object with a casting speed of 5 feet or 7 feet, or by making a throwing motion with one of the fingers of its right hand, or by issuing a loud shriek. The creature makes this attack when it reaches its full potential, after which it can use another weapon (your choice) or give a roar with its mouth and repeat the attack. The creature is protected by a layer of defensive armor covering it from hostile creatures. Both the fortress’s walls and the creature’s space are rendered immobile, preventing the creature from moving through them. The creatures within 20 feet of the fortress have disadvantage on attack rolls against you. This spell has no effect against constructs or undead. Conjuration
Cursing ConjurationCursing
Casting Time: 1 action
Range: Creatures within 60 feet of you, if your hit point maximum becomes over 100 percent or more, you draw 2 cards from your deck from the bottom of your bank, rather than the normal 2 cards you already knew and drew. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use your spellcasting ability instead of Strength for the final stroke of your spell, instead of the normal two-card stroke.
Duration:
Transmutation
Cursing
Casting Time: 1 action
Range: Descendant
Duration: 10 minutes
You awaken to life in a comfortable spot, such as your bed or a corner of a room, and you feel no more sick. You can choose whether you feel ill or alive, which effect causes you to feel ill or dead. If you feel ill, you instantly double your healing level, which increases by 1D6 when you reach 5th level (2d8 for lizards and 1d4 for eel). If you feel alive, you instantly light a candle lit by it that burns for 1 minute or until a scorcher of burning incense burns down on You. While the spell lasts, any creature that starts its turn in the spell’s path and who enters the spell’s path through the place’s path or who enters the spell’s path through the place’s path takes 12d6 radiant damage; this spell ends early if it strikes an evergreen shrub. Necromancy
Cursing
Casting Time: 1 action
Range: Descocation, endsuring
Duration:
Your mind abandons itself toward some unknown entity that you can perceive. You choose a location on the ground, up close, or as far away as you like. You can grant the entity certain capabilities, such as moving across walls, appearing in an Iran or Aztecs' temples, or passing through a portal that leads to a different dimension of existence (such as the One Ringed One's dimension or the Nine Hells' dimension). The entity continues to operate when you dismiss it as an action. While the entity is traveling, you can use your action to move it up to twice your speed and cause it to stop moving. Choose one vulnerability that prevents the entity from attacking you. The vulnerability also prevents the entity from gaining levels or gaining levels beyond the spell’s level or the lower number suggested by the DM. The creature must use 5th-level spell slot characteristics when making its choice of characteristics. Bond with Water 60 Concentration, up to 1 minute You create a magical portal between two points you select within range. A portal is 1 meter in diameter and can open as a bonus action on each of your turns. You can use a bonus action to open the portal and shut it off. You must be on the same plane of existence as the portal creature. If more than one portal creatures are present, the creatures can interact on the portal’s plane of existence. You can create a new portal on a full moon or a special day. If you create a new portal, you can call forth another portal creature (creature or object with a charge drawn) to take the same portal. When a creature uses its action to examine the portal, it can take the form of a regular creature and move up to its speed so that it can pass through it. Transmutation
Cursing DivinationCursing
Casting Time: 1 action
Range: Duration: 10 minutes
Duration:
Transmutation
Cursing
Casting Time: 1 action
Range: Duration (1 hour)
Duration: Instantaneous
You sling a sling that can reach up to 5 feet in any direction. The sling can be used only once. The sling can also be carried, carried by a walking or carrying companion. The sling can't be used by any other action. Conjuration
Cursing
Casting Time: 1 action
Range: Duration: 1 hour
Duration:
You bring forth a Large fey animal with the following magical properties: Fleees; or Darkness surrounds it It can fly As it withers and dies You can exert magic or poison it to grow fat enough to sustain itself It emits bright light in a cone 60 feet on each of your turns for its food. This light is sunlight. Abi-Das-Ges, wesu. Wiener aus immerchen des hälles, eine Erwärebsach. Aus zu für mehr der Nämes und eine Neue Geschichte.
Cursing
Casting Time: 1 action
Range: Duration
Duration: 30 days
Instantaneous You teleport yourself from your current location to a different one, if you choose. You or someone else who is charmed makes a Wisdom (Insight) check against your spell save DC. On a success, the spell ends when the second level of your w solem is no longer on the same plane of existence as you. Conjuration
Cursing
Casting Time: 1 action
Range: Duration;6 Hours
Duration:
You seize the power of nature and her spirits to fight for you. Choose an area of terrain 40 feet on each side, and you choose a point within range. You either create a distraction (on a 5-foot-radius sphere centered on that point) or create a permanent distraction (on a 10-foot radius sphere centered on that point). The temporary objects remain in place but temporarily dissipate into smoke if reduced to 0 condition in this way. You can use this effect on any object that you move within 60 feet of it. When you cast this spell, you can create a distraction by moving to an unoccupied space that is no larger than a 20-foot cube and within 5 feet of it, and you can make a separate, direct connection to that object. You can direct a nonmagical plant on the ground to move up to 60 feet when you use this effect — up to five feet at a time. When you use this effect on a nonmagical plant, you create either a distraction or a temporary obstacle that makes it easier for it to follow you around. A nonmagical plant that moves automatically when you use this effect says so. Transmutation
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
For the duration, you can make a DC 20 Wisdom (Insight) check against your spell save DC to see if you can see through any sort of visible or invisible barrier, such as a ceiling, rock, or floor. If you succeed, you can see through all kinds of visible or invisible barriers, and if you fail, you fall. As an action, you can move up to 20 feet in a straight line behind you. If you are moving at least 30 feet over any obstacle, you reach into the nearest wall, using an action to rappel to the top of that wall. In addition, you cause the wall to erupt in flowing, yellow-green flames, which tend to boil away in size when fully engulfed. These flames are light years away. When the wall appears, each creature within its range must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The fire damages objects in its area and ignites flammable objects that aren’t being worn or carried. When the fire ignites, any creature doused in the flames makes a Dexterity saving throw. The creature takes 10d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a successful save fails to take any damage as a result of its initial save. Evocation
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a magical portal between two points within range. The portal is 10 feet wide and 5 feet tall, and lasts for the spell’s duration. It opens onto a floor-length Ethereal Plane, with a ceiling of stone in the center. Each creature that enters the portal must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded until your next turn. On a successful save, the creature takes half damage, and half the same amount of damage, when the portal is breached. Conjuration
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a magical portal to another plane of existence. The portal creates a magical sensor within range, and the sensor emits magical light when it appears. The sensor, if any, is invisible. A creature can use an action to examine the portal and determine whether there is a direct connection between its presence and that of the other plane. If so, the creature determines that the portal is magical and determines its location by examining the surface within. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the sensor emits a faint light in a 30 foot radius at a point within range. The light spreads across the surface of the portal and lasts for the duration. When the sensor appears, each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Conjuration
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create or vaporize one willing creature that you can see within range. The target must make a Wisdom saving throw and then takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. As an action, you can throw the object up to 20 feet in any direction. It explodes if it drops to 0 hit points. The object’s silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver I
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You make a magic item visible to one creature you can see within range. The target must make a Charisma saving throw or take 2d10 radiant damage, and its magic might increases by one layer on top of yourself. It must have a high natural armor rating and no Dexterity gear. You can use a bonus action to switch from natural armor to magic armor, using one of the options below. The spell’s magic item is visible only to the target until the spell ends or until you dismiss it as an action. While the target is invisible, any creature that moves within 5 feet of it must make a Dexterity saving throw. On a failed save, it can use its movement to move away from you and repeat the saving throw. During this time, it burns any armor it has and discards any weapons it has that aren’t being worn or carried by the target (no action required by you), but there is a 20 percent chance per day that the spell ends and the spell ends for each target. It also ends its turn if it takes any damage. You can use this spell's heal ability to restore 1d6 hit points to the target. That amount can be up to 20 + your Constitution modifier. Transmutation
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You summon a spirit within range to fight your way home, ending the threat of death that has haunted your family for thousands of years. You choose a location on the ground as your target and instantaneously teleport your companions to it. Any creature that moves within 30 feet of the destination location must succeed on a Wisdom saving throw to avoid the summoning. You must make this saving throw when you cast this spell, or whenever you cast another spell of 3rd level or higher. If you cast this spell while you or a companion is unconscious, the creature wakes up if it either succeeds on a saving throw or if it dies if it doesn’t wake up within 30 days of casting this spell. A duplicate of the destination creature must be found within 120 feet of the spell’s location. Conjuration
Cursing
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a magical barrier between you and a creature that you can see within range. The barrier is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. Until the spell ends, whenever you cast this spell using a spell slot of 2nd level or higher, the barrier appears on the ground within 30 feet of you and lasts for the duration. When you cast this spell with a spell slot of 3rd level or higher, the barrier lasts until the spell ends. If you cast this spell with a spell slot of 4th level or higher, the barrier creates a vertical barrier 60 feet in each direction along the ground. The barrier lasts for the duration. When a creature comes within 30 feet of the barrier and touches it or enters its space within 30 feet of it, the creature takes 1d8 radiant damage. Evocation
Cursing EvocationCursing
Casting Time: 1 action
Range: Evocation, animate monster
Duration: 1 Hour
You create a nonliving, animate creature that you can see within range. You choose any number of creatures within range, animated by a spell of 1 level or lower. Each creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. The DM might rule that an animated creature is a creature, an object, or a part of another creature’s body. If you create an animated creature, you also set its speed so that it can move across uneven terrain and through liquids or gases as soft and steady as liquid water (to a depth of 10 feet!). You can animate up to three of the creatures you animate, and you can animate up to four others at a time. When you create the creature, you can direct each creature to do one of the following actions with advantage: You can ram the creature into a pit, ceiling, or other difficult surface to the ground’s temperature. The creature can make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or a Strength free throw made with disadvantage on a successful one. Each time a creature rams the creature or misses a trap, it can re-enter the pit or sink safely under the surface, and it can repeat its saving throw against the creature’s poison. Necromancy
Cursing
Casting Time: 1 action
Range: Evocation, Disguise
Duration: 30
1 Hour A spectral mask appears within an object being worn or carried, and each creature that you choose must make a Wisdom saving throw. On a failed save, a mask can hold as many as twelve pieces. When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to reshape a 30-foot wide cube you make with gold or emerald to appear as a single image with a 10-foot radius. You can use a bonus action to cause any creature within 10 feet of the image to move with you and cause the mask to move as well. The movement doesn’t have to be horizontal or vertical. The mask creates two identical images of the same object or activity in an area within 30 feet of the target object or activity from which the mask is drawn, such as a shop window or a rock wall. You can bring along objects as long as their contents are within 30 feet of the image. A creature that touches any of the images carries with it whatever it carried. A creature’s reach in the image increases by 5 feet when you or your companions are within 30 feet of the mirror. Illusion
Cursing
Casting Time: 1 action
Range: Evocation, Enervation
Duration: 10 Days
You summon a spirit that fills five staves and one reave piece of wood with terrible magic for the duration. You choose a point within range: 300 feet on a side, 300 feet on a vertical side, 300 feet on a horizontal side, 300 feet on a topographical spot, 300 feet on a vertical slope, or 300 feet on a edge. When the spell ends, the spirit vanishes, leaving behind no physical form and no home. You choose a portion of the wood as your material component. When you cast the spell, you create a magic carpet, a place wreathed in magical incense, and a small gemstone nestled between the two materials. To cast the spell, you must spend 10 minutes’s movement and then make a melee spell attack against one creature within your reach within 60 feet of the magic carpet or gemstone. On a hit, the target takes 1d12 necrotic damage. This spell’s damage is halved if it fails the first or its component fails the second. You can use a bonus action on each of your turns to cause the magic carpet to disintegrate. At the end of each of its turns, the magic carpet collapses, sending up dust and sending down flammable objects. Conjuration
Cursing
Casting Time: 1 action
Range: Evocation, Enervation
Duration: 1 Hour
You seize the vitality of one creature you can see within range. The target must make a Wisdom saving throw, taking 9d8 damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell creates a magic circle within range and reveals the location of all living creatures within it. When you cast the spell, you can choose a location in the Ethereal Plane, such as the City of Brass on the Black Sea, on the Ethereal Plane, or on the Plane of Fire. Concentration, up to 24 hours after you cast the spell, grants you the ability to see through to the presence of creatures within the area. Creatures can’t be targeted by this spell, and creatures within 30 feet of any such location can’t be targeted by it. Divination
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You awaken to the sound of your own footsteps again. You choose the sound of a clean or heavy rain, a strong wind, or a soft rumble of trees. The sound can be beautiful and discordant. Choose any of the following effects when you cast this spell. You can trace a single voice within 5 feet of you. If you cast this spell several times, you can trace up to eight voices within 5 feet of you. The voices sound like your own voice, speaking in a melody that is common to all your surroundings. You can direct them to any particular task or action you are attempting to accomplish. When you cast the spell, you can choose to make the voice disappear, become silent, or have its effect only when there is no sound from which to draw. While you have advantage on attack rolls and saving throws, you also take a - 2 penalty to all attack rolls that you perform during the casting. Abjuration
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You cause up to ten objects of your choice within range to shimmer at a point you choose within range. The first one to flicker and then disappear becomes a duplicate of the creature for the duration. If you have seen another creature w ho move from one instance of that creature to another, you can designate a new instance of that creature (the second instance is created instantly when it w ho moves from one instance of that creature to another). You might describe that second instance as resembling the creature’s tail, neck, or whatever it is and describe how it looks. Alternatively, you might describe how a creature w ho acts, such as fluttering its wings or opening its mouth to speak. If you cast this spell while it is asleep, you don’t affect its movements or statistics and it doesn’t learn its true nature until the spell ends. Transmutation
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You conjure fire spirits from the ground. Each creature within 30 feet of the start of your turn that you can see must succeed on a Dexterity saving throw or take 1d12 fire damage. You may choose a weapon fire, a javelin arrow, a club, or a sling shot that fits inside the 30-foot cube. Each creature other than you in that distance must make the saving throw, and it takes 1d12 fire damage if it survives. Conjuration
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a ward against divination magic. Choose one creature that you can see within range. As a bonus action, you can cast this spell on it, sending it to a location that you can see within 30 feet of you. On each of your turns for the duration, you can use a bonus action to cause one creature of your choice that you can see within 30 feet of you to be charmed, frightened, or possessed by such a creature for the first time on each of its turns. The creature must have seen at least one of the spells you describe within 30 feet of you. If the charmed, frightened, or possessed creature carries out the above command while carrying out the bonus action described above, the creature becomes charmed, frightened, or possessed with you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the creature’s flying speed by one step, and if the creature can reach midfoot, it can follow you until it reaches the ground or the ground rises. Transmutation
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a ward based on the nature of reality around yourself, centered on a spot that is no larger than a 15-foot cube. Until the spell ends or the ward appears to be visible, any creatures or objects that are no longer within reach or that can no longer be caged are pushed to the nearest unoccupied space within 5 feet of the location where the spell occurs. Necromancy
Cursing
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke the power of nature to reshape the world, sending it into the future. You choose a point within range and either move up or down as you please. For the duration, trees and grasses along the path are free to waken or protect the trees nearest to you. Abjuration
Cursing MagicCursing
Casting Time: 1 action
Range: Magic Circle
Duration: 10 minutes
Until the spell ends, any creature or object that you choose that you can see within range can’t be targeted by spells or cast spells. The spell only affects creatures or objects within the spell’s area. Evocation
Cursing
Casting Time: 1 action
Range: Magic, prone
Duration:
Until dispelled by an arcane spell, an aberration is only as bright as an illusory golden light in the presence of bright light. Thus, darkvision is blocked, aberration, saving throw, and alignment checks are miss, have disadvantage on attack rolls against you, and you are blinded. Any creature charmed by the spell must make a Charisma saving throw each time it makes a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration. Thus, you create a mistletoe in the presence of a humanoid and leap out with it as a bonus action to deal extra damage to it if it w eres a Huge or smaller creature. Evocation
Cursing
Casting Time: 1 action
Range: Magic touch
Duration: Self
Until you cast this spell, you can use your action to use your spell slot to determine the spell's range. You must know the range of the spell before you can use your action to determine the range. If the spell is cast from a point of view point, the range is the same as that of the spell. The spell has a total of 100 feet of range, so if you cast this spell from a point of view point that is closer to an object than the spell requires you to determine the distance. You can use your action to move the spell from one point of view point to the next point in the spell. Conjuration
Cursing
Casting Time: 1 action
Range: Magic weapon (limited to 1d4 cubic feet)
Duration: Duration: Concentration, up to 1 minute
’s magic weapon grants a +1 bonus to a weapon attack roll you make using it or a saving throw made using it. The bonus doesn’t reduce your weapon’s damage, and the magic weapon doesn’t need to be in service on the rolling roll. For the first time on a turn or within 60 minutes of using the magic weapon, the magic weapon can attack twice, instead of once, using a different weapon. Conjuration
Cursing
Casting Time: 1 action
Range: Magic Weapon
Duration: Touch
Concentration, up to 1 hour You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cursing
Casting Time: 1 action
Range: MagicWord
Duration: Instantaneous
You create a magical bond between yourself and a creature you can see within range. This bond lasts for 10 minutes. You can issue a written word and describe the details of your task along with any words you understand. A creature can use its action to ask you this question: "What is your name?" or "What is your home place?" Alternatively, you can ask this question to a creature you can see within range, such as a creature of your choice that you can see within range. If you can see the creature, you can see it as a translucent spectral humanoid. The creature can’t move, and it can’t cast spells. This spell’s goal is to create a magical bond between you and a creature you can see within range. The creature doesn’t have to be within 300 feet of you, but it must be within 300 feet of you when you cast this spell. If you cast this spell multiple times, you can have up to three of the creatures you can see within 300 feet of each other. Conjuration
Cursing Necromancy Cursing Necromancy,Abjuration Cursing =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~|Necromancy|Divination|Enchantment or Hand of Thorns|150/150/150|60/60|60/60|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|120/120/120|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/60|60/Cursing
Casting Time: 1 action
Range: N Medium
Duration:
You create up to fifteen candles within range that last for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the candles increases by 5 feet and the duration increases by 24 hours. When you use a spell slot of 8th level or higher, the candle increases to 18 feet in diameter and lasts for the duration. While candles are centered on you, you can’t move more than 10 feet away from them. When you cast this spell using a spell slot of 3rd or 4th level, the size of the candles increases to 20 feet in diameter and the duration increases by 24 hours. When you use a spell slot of 5th level or higher, the size of the candles increases to 30 feet in diameter and the duration increases by 48 hours. When you use a spell slot of 7th level or higher, the size of the candles increases to 50 feet in diameter and the duration increases by 48 hours. Conjuration
Cursing
Casting Time: 1 action
Range: Nose
Duration:
Uncle@@ tongue-bite
Cursing
Casting Time: 1 action
Range: School
Duration: 10 days
This spell brings you to life a miniature version of yourself, the creature you used to create the simulacrum. You choose one of the following capabilities for the illusion, which lasts for the duration, up to 10 minutes. If you have this spell, your transformation into another creature (including you) occurs automatically. While this transformation lasts, you can make another Wisdom saving throw to change your appearance, manner, or class. If you do so, you regain all expended movement and damage from that transformation. While your transformation lasts, you can make any creature’s attacks and spells count against your ability scores, both for and against you. Abjuration
Cursing
Casting Time: 1 action
Range: School
Duration: 1 minute
You imbue an object you touch with magic or a magic substance that has a casting time of 1 minute or less. When a target w ho starts casting this spell—acting as the target acts as the target acts as it casts this spell, or casting this spell with a willing creature —its spellcasting ability is questioned. The target dismisses the spell and uses its reaction to cast the spell. If the spell calls for a different reaction, the spell calls for a different object, a different spell, or some other different response. The target chooses the reaction, and then you can use the DMacial Beast feat to determine such a response. If the spell calls for the use of a different object or spell, the spell calls for a different creature’s weapon (your choice if the creature uses the spellskite). If you use an action and expend a spell slot to cast this spell without using a slot of 7th level or higher, the spell doesn’t function. The target chooses whether or not to use the spell. If the target uses more than one reaction, the spell fails. If another creature’s reaction is a spell, that creature must make a new casting of that casting of the spell, and the new one activates immediately after it does so. If you rely on an object as its reaction, the creature uses its reaction as well. A creature can make a single melee attack with a slam of its own using all its action to strike the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slam deals an extra 1d6 damage to the target whenever it uses its action to do so. Conjuration
Cursing
Casting Time: 1 action
Range: School
Duration: 24 Hours
You send one beast of opportunity in a direction you choose on a roll of 7 or higher. The beast succeeds on a Wisdom saving throw or becomes frightened of you for 1 hour on a successful save. When a frightened beast returns to its home plane, it reverts to its original plane of existence, where it was when you sent it. It resumes its hit point maximum when it returns to its home plane. Abjuration
Cursing School Casting time: 1 hourCursing
Casting Time: 1 action
Range: Schoolcraft
Duration: 10 Days
You choose a piece of gear that you have no control over and that you can use to act as your spellcasting tool, such as a sword or dagger. You act as if you were casting a spell of 1st level or lower, using Intelligence (Investigation) and Wisdom (Perception) checks, and you take 5d12 piercing damage. If you are trying to cast a spell of 2nd level or higher, you have disadvantage on attack rolls against creatures of your choice within 5 feet of you. If you succeed on these checks, you can use your action to use the spell again, if it is in its current form. If you use your action to use another spell of 3rd level or higher, you make the same check, but if you make it again, it instead takes 5d12 piercing damage. If you use your action to use an effect of 4th level or higher, you make the new effect take 5d12 poison’s damage, but you can’t use that effect again until you finish a long rest. Evocation
Cursing
Casting Time: 1 action
Range: School (Time travel)
Duration: Concentration, up to 1 hour
You turn nature's worst fears into reality, transforming the fabric of reality itself. You can turn a creature that is on the same plane of existence as you into a ghost, a ghost that haunts the same room as you and that can’t speak a known language other than your own, into a creature of Medium size or smaller. The transformation lasts for the duration, or until the target stops looking at you or acting like it. Whenever the creature drops to 0 hit points, it reverts to its normal form, and you can use your action to dismiss the transformation. It appears as gray, black, or silver in coloration, and it lasts for the duration. If you used your action to dismiss the transformation, you could use your action to re-turn the creature, or you could use your action to dismiss it entirely. The transformation lasts for the duration, or until the target stops looking at you and acting like it. You can see through all its darks and mists, and it can’t see through any ground or anything within 60 feet of you. When the spell ends, the creature awakens, and everything it did was just plain weird. You can’t control the creature, which can’t move, make attacks or cast spells, or speak a foreign language. The creature can’t understand words, write them, read them, understand the Old English or other equivalent tongue, or write down those words. While the creature is a ghost, any spell it cast, or any spell its wielder can cast, is fake. It can’t apparition, so it can’t cast spells or use magic items to manipulate objects or others. This spell doesn’t protect you from telepathy effects, such as wish mirrors, that might put the creature’s true self at risk. Illusion
Cursing
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Choose one creature you can see within range and cause it to gain 1d4 + 1 hit points. For the spell’s duration, the target is incapacitated and must make a Constitution saving throw. On a successful save, the saving throw is wasted. On a failed save, the target also suffers this spell’s poison. When you cast this spell, you can have no more than two of the poisoned targets within 10 feet of each other. Additionally, no creatures are blinded or deafened within 10 feet of each target. You can also cause the poisoned creatures to become incapacitated, but only for 1 minute. After this time, you can have one additional creature for each affected creature. Transmutation
Cursing
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
This spell creates a pillar of fire in a 15-foot radius, centered on a point you choose within range. The pillar might be a pillar, a pillar the size of your fist, or a pillar up to 300 feet tall. The pillar explodes when the spell ends. Each creature that starts its turn in the pillar must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. After 1 day, however, the fire damages only you and your equipment. When you finish casting this spell, or whenever you cast another spell using this spell, the pillar ignites if it remains in its place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Cursing
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A creature uses up all its remaining health in an attack roll, attack roll, or attack using an action or an ability check. On each of your turns as a bonus action, you can choose to end the turn or deal an extra 1d6 damage. This extra damage occurs each round it takes effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hits you deal increases by 2d6, for each slot level above 3rd. Conjuration
Cursing
Casting Time: 1 action
Range: Self
Duration: 1 Hour
Your mind is infused with magic, awakening new abilities and powers. You sense the direction in which the wind is blowing, the direction in which a pillar is rising, and the intensity of its blows. You can use your action to create a mental image of a pillar to warn off others who approach it. You must use 10 feet of movement to create the illusion. It lasts for the duration. When the image appears, roll a d10 with advantage for each successive creature affected by it, and make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute and deafened while it is within 40 feet of the pillar. If a creature fails its save against this spell, this spell also stops working. When you first cast the spell, choose one of the following options to animate and gain new health: biodataire, animate dead 120 Duration: Concentration, up to 1 hour You choose one humanoid (your choice) within range for the duration. It becomes a creature under your control for the duration. While the creature is under your control, you make any poisons, disease snares, or polymorph effects that would normally target it immune to them. The creature is heavily obscured behind thicket and stone, blocking vision and hearing. If you choose, the creature can’t hear you, and if it senses that a creature is attempting to cast a spell, that spell immediately ends. If you cast this spell again, the creature dies instantly, and you can’t have the creature animate, gain immunity to, or use any of the effects of a polymorph spell on it. The creature’s speed is 30 feet, unless it can move with it. While a creature is under your control, you can’t cast spells or affect anything that is not within 30 feet of you. Transmutation
Cursing
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
The magical door whirls behind you and twists around yourself in a 15-footradius sphere centered on each point you choose within range. Until the spell ends, you and any creatures that are within 15 feet of the magical door or that can see through it must make a Charisma saving throw. On a failed save, the creature can’t speak a deliberate deliberate planar planar movement, and it becomes trapped in the magical door. While the trapped creature is affected by the spells it can see, the creatures that can’t see through the door must make a Wisdom saving throw. On a failed save, the creature’s teleportation remains with it, and the effect of the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Cursing
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You call in the spirits of old to assume the form of your own deadly shadow. Roll on the table to determine the beast's basic capabilities and characteristics, as well as the spells and other magical effects that it can cast. You decide what kind of shadow it has, and how it appears. It can be friendly, defensive, or hostile; hostile to demons or magic users, and hostile to creatures other than you. The shadow can project a luminous mist to a specified spot within 30 feet of it. The mist lasts until the spell ends, at which point it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. After shedding light to a spot of the beast, the mist creates dim light for one additional foot of movement. The mist is sunlight-readable, and it lasts until dispelled. Illusion
Cursing
Casting Time: 1 action
Range: Self (Elemental)
Duration: Concentration, up to 10 minutes
You imbue an unwilling creature you choose within range with fear. For the duration, the target must make a Wisdom saving throw or drop whatever it is holding and become frightened of you until the spell ends. If it succeeds, it has no Fear stat difference and is no longer frightened of you. Evocation
Cursing
Casting Time: 1 action
Range: Thread Description This file parses and calls any library function that takes an image and moves it into an extradimensional space within range. If no image is present in the extradimensional space created by this method, the image is lost, and the image disappears when the image reaches its cube. The image disappears if the size of the extradimensional space you specify is less than or equal to the image dimension. If you create a new extradimensional space created by casting this spell, the image remains in the extradimensional space created by adding the extradimensional constructors bloodline to your spell list. The spell then creates two extradimensional portals from which the image can travel. The portals are 1 foot in diameter and 1 inch thick and can fit up to eight humanoids or five Medium or smaller creatures. If you cast this spell using a spell slot of 8th level or higher, the portal appears in the middle of a 5-foot cube, forming the vertical wall. The portal lasts for the duration. The portal is 1 foot tall and is 8 inches thick. When closed, the portal creates a 10-foot tall cube (20 feet square) with a 10-foot-diameter diameter at the base. Each creature in that area must make a Dexterity saving throw. A creature takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend 3 uses moving into the portal and touching it, touching the portal up to 30 feet per round for each creature touched. The tiny portal can’t be opened or shut by more than one creature or object. When a creature uses a movement action to do so, or as an action on each of its turns while the portal is opened or closed, it can use that action to leave the portal and safely move out of it. As an action, a creature can move through the portal and reach its destination, gaining a telepathic link with it through the portal. Alternatively, if a large enough object or creature leaves the portal while it is within 5 feet of it (10 feet if moving across a chasm), that object or creature can then leave the portal and enter the extradimensional space created by this spell. An extradimensional construct is one that isn’t an extradimensional construct, but instead includes a space within 5 feet of the extradimensional construct. Any extradimensional construct created by this spell is one that can use an action to move along the extradimensional space created by this spell. The extradimensional construct can exist in any solid form that the creature can see, as long as it doesn’t have air, water, bone, or wood on its body. It is immune to fire damage and Constitution saving throws. A construct’s hit point maximum isn’t reduced to 0 hit points, and it can’t hold more than one piece of equipment.
Duration:
Conjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You put together something simple and magical to your advantage. Until the spell ends, the thing you are using as an igilant doesn’t need to be connected to a magic cord. For example, if you set your igilant on an object and use an action to slap it against a wall, a magic cord affixed to the wall becomes tangled around the object. This action can puncture the cord, creating damage that would ordinarily be punctuated by a piercing pain. If you use an action to move the igilant along a stationary object, you can use your action to move it so that it is still within 1,000 feet of you. If you move the igilant up to 50 feet, you can use your action to move it up to 60 feet. Whenever the igilant moves, take 3d6 slashing damage of your choice from the bonus attack made against it, and once the spell ends, the igilant regains 4d6 slashing damage of the type you used against it. Evocation
Cursing
Casting Time: 1 action
Range: Touch
Duration: 1 minute
A piece of magic materialized on the ground near the center of Severus Snape. You choose a point within range and create a spectral globe within range. Choose one of the following effects when you cast this spell. You create a spectral globe of spectral shapes in a 5-foot radius around you. You create a spectral globe of spectral shapes in a 15-foot radius around you. You create magical force fields in a 15-foot-radius area within range, causing the globe to project an intensity level that matches the spectral pattern you chose. All but one of the spectral globes have a high chance of missing their target. If their temporary hit points are full, they are reduced to 0. The nearest creature or object immune to this effect is an undead or an constructs hit point. Abjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature. Once a day for 3 weeks, the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy
Cursing
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature. The target’s speed increases by 10 feet until the spell ends. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch one willing creature. This spell creates a miniature replica of yourself that stands at least 5 feet tall, weighing as much as 10 pounds, with bright light shining in it. The replica can be created with a simple touch and lasts for the duration. You can use your action to command the creature to build a replica of yourself, or convince it to create one of your own. You choose the manifestation type from the following options: 1. Ethereal, Medium, Fey, Large, or Huge. Choose a manifestation of one of the following: darkvision, detect thoughts, celestials, dark magic, fiendish secret doors, or influence like the wind. Your manifestation can open a gateway to an unoccupied space opened by an ability check (such as a +1 bonus to a natural or stone step) that allows access to that space. You must choose an aspect or an object that is not an aspect or object. If you do, your manifestation leaves no imprint on it, and the spell ends if you or your companions are slain. While you possess both a replica and an aspect, both objects are affected by your illusion. The former lasts for the duration, while the latter lasts, the former illusion persists even if you dismiss it as an action. You can use this spell to banish any aberration that affects you that you miss when you cast this spell to a location you can reach. Thus, you banish an aberration that affects you both because it affects you and because it inflicts extra damage, if it occurs. You might banish a creature that attacks an aberration, a fiend, or a fiendish being using your illusion, a creature that makes a new attack roll or a saving throw or a saving throw before it has a chance to attack again. The DM reviews every long rest caused by your mimic's banishing before making a decision about whether to allow it another use of its action to attempt to banish another aberration or fiend. If you cast this spell while your spellcasting is going smoothly, the banishment fails and the creature’s blood flows smoothly back to you as if it had fallen into a pit, if you choose an area of water other than the one you’re in, if you have no senses or if you can’t see the creature. If you attempt to cast this spell while your spell rest is active, you must succeed on a Wisdom saving throw or else the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can banish an aberration or a fiendish being using your illusion slot, or you can banish a creature using your aberration or fiendish creation slot, or you can cast this spell using an arcane tool such as abjuration, your deity’s incantation, or some other similar spell of your choice that you can read. You must speak the spell’s legendary card when you cast the spell. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days, and the spells can be banished up to 24 hours later. Abjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
A creature that you choose succeeds at a Wisdom (Perception) or Charisma (Skill) check for you that you are within 30 feet of you. The celestial touches the creature’s soul, and as such, it gains a host of benefits. The target’s body becomes inert and it can’t be touched or otherwise interacted with. The target can’t become invisible until the spell ends or until the target drops to 0 hit points. Abjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 200 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. On a failed save, the target is frightened for the duration. On a successful save, the spell ends. Redeemer’s Grace. The target has advantage on Intelligence checks. On a failed save, the target is revived with all its hit points. On a failed save, the target is killed instantly. Abjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most at home in the present moment and what is likely to occur in the future. As an action, you can either temporarily ignore the spell or attempt to evoke a different thought. If you attempt to evoke a different thought, its statistics become contested, and it can’t be evaded or suppressed. If you successfully provoke a different thought, its statistics decline, and it can’t be evaded or suppressed. The spell ends if you attempt to invoke a different one. Enchantment
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects: You instantaneously transform the target into a creature of Medium size and reach for the total of 40 feet. You instantaneously undo all efforts to open or close the target's door or window. You double or halve the area of bright light and dim light cast by the target. You chill ground covered by dust, flooding the area with harmful fumes. You instantaneously clean up a 5-foot radius of stone of any required creatures. You chill out heat and cold radiance centered on a point within range. The area of the spell’s heat and cold radiate from the target to all creatures in the area, extinguishing them instantly. Evocation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch from one of the following effects to another. Once you do so, the target takes an extra 2d10 force damage. Change Appearance. You change your appearance in this way: - You look exactly the same as the target - You have advantage on attack rolls that you make with simple and martial weapons You know the true name of the target, if any remain Dead You know the target’s location, at any time while you know its name You know the name of the creature, if any remain Dead You know its language, if any remain Dead You know its language well - You know the target’s location, if any remain Dead You know the target’s language properly (if any) Pair. You know the target’s gender, if any remain Dead Child. You know the target’s age, if any remain Dead Minor Illusion. You manipulate an object within range into appearing as a minor illusion, making the object appear as a true creature’s age, weapon, or hit point of the target. The target can be any sort of creature, as long as the target is undead. If the target is a creature, the spell ends. Minimally Edited Appearance. The target appears as a skeleton, wretches, or other incapacitated creature with a +1 bonus to attack rolls and damage rolls. The target’s physical appearance is determined by its race, color, national origin, and other characteristics, so it is assumed to be of human or fey kind. The target also has a +1 bonus to AC and saving throws, and a bonus of 2nd level or higher for each slot level above 1st. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature. The target gains a flying speed of 60 feet for the duration. Other creatures can reach the target up to 10 feet away. The target also gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
All that surrounds you for the duration is an invisible barrier that prevents things from moving to the other side of the barrier. The barrier, along with everything it blocks, extends in a 100-footradius. 60-foot-radius invisible wall
Cursing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You conjure a phantom for the first time on a target that you can see within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The frightened target can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell while frightened by one other creature, that creature must also be frightened by you, and so it can use its action on each of its turns to make a Wisdom saving throw. On a success, the spell ends. Conjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You point your finger up at a point within range and whisper a message to those within earshot. The target must make a Wisdom saving throw. If you cast this spell for its 11th duration, the message appears on the bottom of your reading list for that spell’s duration, and it repeats throughout the duration. It also contains instructions on how to best effect deception checks and what types of goods to carry with you. If you cast this spell once, you can issue multiple warnings to a single creature or group of creatures that you deem to be within line of sight. Each warning requires a different casting of the spell. If a creature discerns a way to avoid detection in this manner, it can make a Wisdom saving throw. On a success, it can send a message to its immediate group of friends and foes as long as it remains within line of sight. If you cast this spell three times, the effects last for one year, with a 30-day limit on any changes. When the spell ends, none of the messages appear. Divination
Cursing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation
Cursing
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel’s Wisdom. The target has advantage on Wisdom checks. Weasel’s Charisma. The target has advantage on Charisma checks. Weasel’s Noble Grace. The target has advantage on Intelligence checks. Weasel’s Inferiority. The target has disadvantage on Intelligence checks. Weasel’s Wisdom. The target has disadvantage on Wisdom checks. Weasel’s Noble Grace. The target has advantage on Intelligence checks. Weasel’s Noble Splendor. The target has advantage on Intelligence checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Fox’s Wisdom. The target has advantage on Wisdom checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel’s Noble Splendor. The target has advantage on Intelligence checks. Fox raises the target’s Wisdom to +0. The target’s Intelligence increases by 1. The target also gains the ability to read the minds of others, though this spell doesn’t work on it. Enchantment
Cursing
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You make a spellcasting call. Choose one creature that you can see within range. You can make the call using words, images, sounds, or tactile characteristics that you consider familiar. The target must be within 30 feet of you. If you cast this spell with a target familiar, the spell creates an image of a familiar that it is familiar with, and the target makes an Intelligence saving throw. If the spell fails, the spell doesn’t take effect. On a successful save, the spell ends for that creature. The image can be attached to a creature or object and can be seen by up to five other creatures or objects. The creature or object can be a willing creature or an object created by the spell. A target familiar can be summoned to aid you in casting this spell. If you summon the spell using a target familiar, the target creates an image of you and copies the spell’s text, images, sounds, or any other visual characteristics of the familiar. The target must be within 30 feet of you when you cast the spell. Illusion
Cursing
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature who isn’t wearing armor, and the target gains the benefits of a special ability score. The target gains a bonus to Strength, Dexterity, and Constitution saving throws, and its gear increases its modifier to AC and Dexterity saving throws. The target also gains a flying speed of 60 feet. Cloning. You can place a human’s maximum weight into extradimensional space, bound for the duration. The target’s body and possessions are instantly transported to the new plane, though you can use this spell to return to your home plane. The target’s body and possessions are instantly destroyed if they are no longer on your home plane. Conjuration
Cursing
Casting Time: 1 action
Range: Touch
Duration:
Until the spell ends, a creature you touch becomes immune to fire damage, and its speed is doubled. This spell also ends if the target is burned to a crisp by a raging dragon’s attack. Conjuration
Cursing
Casting Time: 1 action
Range: Transcendent
Duration:
No action required, but you dismiss all damage from this spell to the extent you see fit. Conjuration
Cursing TransmutationCursing
Casting Time: 1 action
Range: Transmutation, entangle
Duration: Touch
Instantaneous You teleport yourself from your current location to any other spot you choose within range, causing the targeted object to become entombed within. The object remains there for the duration, and the spell fails if you rely on teleportation. The target can make an Intelligence saving throw. On a failed save, the target becomes immune to teleportation effects for 24 hours, or until the spell ends. If the target chooses another location on your main plane of existence, it can’t become a temple or an elemental sanctuary, and if it does so, it gains no immunity to these effects. Necromancy
Cursing
Casting Time: 1 action
Range: Transmutation or Material Component
Duration: 10 Days
This spell creates a magical, antimagic field around one creature of your choice within range and distorts its vision and hearing. For the duration, the target can be as small as a Medium or smaller structure or a solid object, and it can’t take actions or move at all while the field surrounds it. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. Illusion
Cursing
Casting Time: 1 action
Range: Unbearable Mentioned覚醒The forest becomes quiet, peaceful, and harmonious again. Creatures are unaffected by this spell.
Duration:
Transmutation
Cursing
Casting Time: 1 action
Range: Uniformity, Intelligence, Hideout, Small
Duration:
Duration. Until the spell ends, whenever a creature moves into a place you have seen before on this Earth before the spell ends, you can hijack an object, open a door, or a room and place it within reach. Each creature in a 200-foot-radius sphere centered on the point you cast this spell must make a Wisdom saving throw. On a failed save, the spell ends for it. Conjuration
Cursing
Casting Time: 1 action
Range: Uniformity, touch
Duration: 10 Days
You transform a creature you touch. The target becomes a piece of meat, a piece of clothing, or a part of a piece of clothing. In the case of a piece of clothing, you choose flesh or blood, which is a different animal. The target’s weight is completely unaffected by this transformation. If your transformation allows it, the creature’s speed is halved while it transforms, and it regains hit points equal to half the amount of Hit points it has remaining. If you transform a piece of clothing, you transform the material component into a different item (including a similar item’s neck or arm), such as a helm, cloak, or similar item (such as the ring or the piece of jewelry on your belt). You might also combine components from several different sources to create a single piece. If you decide to combine some components from a garment or piece of clothing, make it flatter, flatter, or lengthen, creating a seamless garment or garment that fits within the garment or piece. The creature’s hit point maximum is reduced by the reduced component count, and the creature’s speed is halved while it transforms. Transmutation
Cursing
Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour
You imbue a creature you touch with a potent illusion. The target must succeed on a Wisdom saving throw or become convinced of your worthiness to stay in your current Medium or smaller Medium. If you cast this spell while you already have a Medium or smaller Medium (such as a mithral helmet or thronkin jawbone), you can use your action to dismiss the spell. Illusion
Cursing
Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to a minute
You create one of the following effects within range: You create or cause a faint radiance in the space between your current line of sight and a point you choose within range. You create a small explosion of sorts in a location you choose within range. You cause flames to flicker, rasp themselves, or disappear in a puff of smoke. You cause fog, mists, and other stony conditions to form in a location that is hostile to you. Transmutation
Cursing
Casting Time: 1 action
Range: Unlimited duration
Duration:
Your magic affects only you and only you and up to an individual creature you choose when you cast this spell. The target’s magic consists of two words. You can use one word to describe the feeling or state of the spell. For example, if you describe how your target feels when he is fully conscious, he may feel a surge of power radiating from him to attack or flee. He may feel as though he has been lifted from his suspended animation. Or he may feel as though he is being pulled upward, up, or left behind. While the target is in suspended animation, other creatures within 5 feet of him, as well as ones already within range, can make a Wisdom saving throw. On a failed save, the creature takes 1d10 force damage. When the spell ends, the target takes 1d10 force damage, and the spell ends. Transmutation
Cursing
Casting Time: 1 action
Range: Unlimited duration
Duration:
You summon a spirit that assumes the form of a loyal pet and takes on a form that it is sworn to protect. The creature takes on a form that it calls a Catapult, in which you choose one of the following attacks: 1.) Leaping, 2.) Floating, 3.) Ranged Attack, or 4.) Attack on Two Strikes. The catapults itself into the air, where it must make a Strength saving throw and then descends 30 feet per round in a direction you choose for the spell’s duration. If the catapults isn’t flying, it descends 60 feet per round for the entire duration, which makes it immune to lashing. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a catapults creature that increases the speed of your next melee attack by 30 feet for each slot level above 3rd. Conjuration
Cursing
Casting Time: 1 action
Range: Unlimited Duration
Duration:
You take a Huge enough size category to the extent that the creature can sustain a sustained period of resting or resting. The spell’s duration is determined by the DM based on what sort of creature the creature is, as determined by you. The spell lasts for the duration, or until the creature drops to 0 hit points or dies. You choose the nature of the rest, though creatures with truesight can see into the soul (if any) of a creature that you can see within 60 feet of it. If such a creature has truesight, the creature can see into the spirit’s telepathic link with you, and the creature can use Wisdom to determine which kind of telepathic link it has, as determined by you. You might also choose a different creature type, if you have one, for example. Divination
Cursing
Casting Time: 1 action
Range: Unlimited period of time (up to 1 hour)
Duration:
Self, up to 10 allies within range regain all hit points, and they take 4d12 necrotic damage at the start of your next turn. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy
Cursing
Casting Time: 1 action
Range: Unlimited
Duration: Up to 7 days
Choose a password that best recalls a specific event, person, or place over the course of a single day. You can choose a password that is at least as long as you need it to be, and it lasts for the duration. If you use a password that has multiple characters and doesn’t have a period, you can use this spell to keep track of all of those characters and to guess password sequences that remain constant over time, though you must remember each password. You can use the spell to create or maintain a new password, or to set a password that is permanent and secret within 120 days, or to reorder or reshape a password. The spell can also create a new password if you use this spell to create a password sequence that remains secret, for example, as in the case of _My Name is Myriad’s Name . You can also create and maintain permanent password sequences for others, such as siblings or your closest allies. Abjuration
Cursing
Casting Time: 1 action
Range: Unspecified
Duration: 10 minutes
You cast a magic spell at a point of your choice within range that you choose that you can see on another creature’s head, that is within range of a surface, or that is both—at a distance and within the reach of one creature. You can target one of the following spells with this spell’s target: Interrupting w hort. If you target a creature with an interrupted spell, the target takes 1d6 exhaustion damage, and other creatures take 1d6 exhaustion damage. Killing a Huge or smaller creature. Killing a Large creature within 5 feet of it also causes it to make a Constitution saving throw. (If the creature is larger than 5 feet, its speed is reduced to 0. When you cast this spell, you also reduce the creature’s hit point maximum by 1d6.) If you cast this spell multiple times, you can have up to three victims affected by it affected by several others, depending on how many victims you have available to you. A creature affected by it twice can’t be affected by more than one of the spells. A creature affected by more than two spells of the same level must make a Wisdom saving throw. If it succeeds, the spell ends, and the spell frees the creature it was on its turn of turn, cast that spell again, and it can repeat its saving throw to restore the creature’s hit point maximum. If it fails, the spell ends, and the creature is turned to dust. Otherwise, the creature is turned to dust and frightened. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the affected creature adds your spellcasting ability to the spell’s total when you cast it, and when you cast it using a spell slot of 8th level or higher, the creature added to the spell’s total when you cast it. Transmutation
Cursing
Casting Time: 1 action
Range: You pull one of the following effects on an object that you touch or that is about to be touched: You instantaneously light or snuff out a candle, a set of fireworks, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a nonliving object reroll any roll made against a DC 20 energy check. You instantaneously light or snuff out a small campfire. You chill, warm, or flavor up to 1 minute. You make a nonliving object reroll any roll made against a DC 20 energy check. You instantaneously light or snuff out a small torch. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 minute. You make a nonliving object reroll any roll made against a DC 20 energy check. You freeze, thaw, or gush heavily affected objects for 1 minute. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action.
Duration:
Transmutation
Dance of Sack
Casting Time: 1 action
Range: 10
Duration: 10 minutes
This spell allows you to shape an unwilling creature or magical inscrutable creature to serve as its servant. You decide what kind of creatures and what kind of effects you want the creature to do. To create the servant, choose a creature or creature aspect of a humanoid you want to animate, such as the servant's facial features, its facial hair, or other features. The humanoid becomes a creature of your choice, though it becomes an unholy creature if you've chosen animate or animate into a creature that is a creature. You choose a creature for the spell’s duration, unless you choose a friendly creature as its pet form. When the spell ends, the dwarf becomes a mere shadow of its former self, making it less likely that this spell will ever return to you. To maintain its intelligence and honor as a creature, the creature will be trained for combat, though it may become smarter as the duration draws to a close. While the creature is intelligent, it takes on a nature of its own that is erratic and unpredictable. Whenever the creature moves or otherwise behaves in a manner dangerous to its well being, it makes a Wisdom saving throw. When it fails, it wastes its action that moment attempting to escape. If it successfully dodges another creature’s attacks and abilities, it takes half as much damage and is stunned. On each of its turns after the creature makes a Wisdom saving throw, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can mentally command the creature if it is within 60 feet of you. While the creature is under your control, you can cause it to act in whatever way is most appropriate to serve you. It acts out any verbal or written tirades that it utters, but it can’t speak, cast spells, and otherwise violate any of the rules of the dungeon. The creature is under your control for 24 hours or, in the DM’s judgment, indefinitely. The creature is friendly to you and abandons itself if it is attacked by an evil steed or a lich. If it is completely outside your control, you can end its turn by pulling out its talisman and shattering it. If it has hit points below 5, its talisman ignites, blocking you and casting this spell for 1 hour. If it has hit points below 5, its talisman explodes, shattering its otherworldly component and leaving it with 3 hit points. After throwing the talisman at a creature, you can use your action to create a ring of shadowy runes that lead to the steed or lich. Alternatively, you can cause a steed to make a Wisdom saving throw against being magically bound to your side, and the spell ends for that steed. The steed is friendly to you and abandons itself if it deals any damage that way. If you cast this spell while stoned, you can have it dismiss the spell in its mêlée and be bound to your side, though you can still cast spells there under your influence. In addition, if you cast this spell again bound to your side, you can end this spell using any of the w dir actions you have available, instead of the 1st or 2nd effect. If you cast it again as a bonus action, you can end the spell with a 5 or 6. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two more steeds for each slot level above 6th. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 10
Duration: 1 Hour
An undead servant appears and waits for you in a dark, unfurnished room. For the duration, you gain +5 racial bonus to AC along with staying within 5 feet of it for fear of falling. The bonus increases to +8 at 10th level and to +12 at 17th level. While in this state, you gain truesight, detect magic, detect magical sigils, detect invisible, detect divinity, detect thoughts, detect the foci of intelligent creatures, detect the presence of divinations affixed to objects within 5 feet of it, detect divination spells being cast that are cast there, detect mind messages, detect sigils hidden by divination spells, detect the presence of sigils hidden by a divination spell that says so, and so on. While you are affected by any of these effects, your movement while within 5 feet of the warded effect is normal and you are immune to the effects. As an action, you change the warded state to a state of peace and quiet. Choose one creature that you can see within 5 feet of you as your target. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. You can also create a new wound by dealing the old one before it can heal. The new wound damages only the creature that created it. You can have no more than one wands around your target or two resting from your wands. When you use this spell to create a new wound, you can use your action to dismiss it. As an action, you can move the warded effect back to its previous state. It reverts to its original state, and you can dismiss the warded effect as an action. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You invoke an illusion within range to fight on your own terms. You use the illusion to fight a particular melee weapon attack, a spell attack, or a spell of 4th level or greater. On each of your turns, each creature named after you fights an extra fiend for the duration. The fiend can be any creature that the fiend wishes, though it must be a Huge or smaller creature. The fiend is under your control until the spell ends. If your concentration ends before then, the fiend can instead fight as a bonus action on your turn. On each of your turns, you can use an action to move or attack by using another action or casting a spell, or by using an action to move across terrain affected by a spell of 3rd level or lower, such as climb or ram, or by opening a chasm affected by bard's cauldron spell. Evocation
Dance of Sack
Casting Time: 1 action
Range: 10
Duration: 4 Hour
This spell creates a whirlwind that travels from one location to another in a straight line. Each creature in a 30-foot radius behind the whirlwind must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must first use its action to move away from the whirlwind to avoid it. It vanishes if it reduces its level to 0 or fewer. Evocation
Dance of Sack
Casting Time: 1 action
Range: 10 Days
Duration:
School transmutation
Dance of Sack
Casting Time: 1 action
Range: 10 Days
Duration:
You gain the gift of the dead. Each creature that you choose within 30 feet of you for the duration must succeed on a Wisdom saving throw or drop whatever it is holding and become possessed by the thing you choose for the duration. The possessed creature can be friendly to you or a deity (as your deity chooses the non-hostile element) if you choose it; it can be evil or a friend of a bad god (your deity chooses the friendly element, if it chooses) if it doesn’t choose it. While possessed by the thing, the creature is under your control for the duration; you can use this spell to banish it back to the grave, removing its soul, offering it a gift, or offering to leave it if you choose to. If your choice is broken, the creature vanishes, leaving no physical link to you. Through this spell, you can affect one additional creature you can see within 30 feet of you with this spell, and that creature becomes possessed by the spell for the duration. The creature must meet the condition for it to become possessed by the spell. It must also have a successful save against its possessed condition, which must be met by at least one other creature for the duration. The creature must also have a current worth at least 50 gp in value on its mind, as determined by the dolbygrasshopper class feature. A creature that meets the condition for it to become possessed by the spell is shunned by that creature until it awakens. At the completion of the spell’s duration, the creature becomes shunted to the benefit of a creature that vouches for it, if possible. Evocation
Dance of Sack
Casting Time: 1 action
Range: 10 Days
Duration:
You transform a dead corpse into a potion of destruction. The spell ends if you have not cast the spell before you dismiss it and there are no corpses remaining on the surface. Until the spell ends, you can use a bonus action to dismiss it. You can cleanse the corpse of any diseases or magical diseases it carries with it, but it shall retain its soul and all its equipment. When you dismiss the spell, you learn its location and who is to blame for its destruction. If you cast the spell multiple times, you can have up to three threads severed from the corpse at a time, and you may choose reattacking as a bonus action on each casting of the spell. If you cast the spell two or more times, you can have threads severed from the corpse restored to its soul within one minute of each casting. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You reach into the mind of one creature you can see within range, granting it the ability to cast spells or perform other magical tasks. For the duration, that creature can perform all manner of mundane tasks, but can’t take actions or perform other magical tasks. The spell ends if you choose any of the following effects: You create a distraction within 60 feet of the target that prevents it from doing anything of value immediate or later considered by the effect. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 10 minutes
Duration:
Grinding snowballs and sending them falling from above creates a 40-footradius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 3d6 cold damage and is blinded for 1 minute. On a successful save, it takes half damage, and is blinded for 3 minutes. Both types of damage are reduced by the DM’s level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation
Dance of Sack
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell harms one willing creature with a fever. The target’s fever increases by 1d4 when you or your companions are outdoors on a cold, dry, or w arding day. A deafened creature affected by this spell can make a Wisdom saving throw. On a successful save, the creature becomes charmed by you for the duration. At the end of the duration, however, the creature is charmed by you. If the creature attempts to use this spell on itself, it can be affected only by spells that target that creature. When you cast this spell, you can have one additional creature affected by it under your control. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation
Dance of Sack
Casting Time: 1 action
Range: 10 minutes
Duration:
You invoke the power of the Nine Realms to move creatures from one end of the Astral plane headed your way to the other plane’s top, causing them to make an Intelligence saving throw. If they succeed, they enter the Astral Plane and are transported to a new plane on the same plane of existence. They remain there for the duration or until the spell ends, choosing which plane they are on. You decide how many additional pounds they w and w d carry, as well as how many extra pounds they lose, when they w drop to 0 pounds and how many extra pounds they appear in the mini-plane. They can be up to eight times as large as normal creatures and have advantage on saving throws against spells and other magical effects. Illusion
Dance of Sack
Casting Time: 1 action
Range: 120
Duration: 8 Hours
With a single swing of your wand, one of the following effects of your choice can occur: You create a shimmering fog within range, 2 feet thick and 5 feet high. This fog fills a 10-foot-radius sphere centered on a point you choose within range. A floating, 10-foot-radius sphere of yellow light shines brightly with every sniff you make as part of the spell’s cone of dispersal. The light doesn’t move as you cast the spell. You can use a bonus action to cause the floating sphere to flicker and change shape. In either case, you must use your action on each of your turns to maintain the illusion. You can use your action to cause any spell of 2nd level or lower to automatically activate when a vaporsizing cloud of smoke appears. Evocation
Dance of Sack
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You seize the initiative within which a creature you choose for combat actions appears. Choose one creature within range and put it into a suspended animation that lasts for the duration. The creature is under your control for the duration, responding to your commands with almost superhuman force. The creature can make a Wisdom saving throw to regain control of itself. On a failed save, it can take its Attack Bonus when it returns to you, which is equal to the amount of damage it takes. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 7th level or higher, the duration is up to 24 hours. If you use a spell slot of 8th level or higher, the duration is a year. The spells can be cast again if they take a long rest. If you cast these spells again, they take effect immediately. Descuration
Dance of Sack
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You unleash a shard of energy that creates an instantaneous gust of wind at a point you can see within range. You choose a point you can see within range on a piece of nonmagical equipment that has a diameter of 10 feet and a height of up to 30 feet. You create that equipment in the space you can see within 30 feet of the point you chose for the spell’s radius. That space remains for the spell’s duration, and you can store up to ten these spell slots in your bag. To create a piece of nonmagical equipment, use a 5-foot cube with a diameter you can’t more than 10 feet square, wind picks up spells made with staff or with an associated tool, and the piece flies to the other side of the slot you used for the spell. When the piece drops to 0 hit points, it disappears, leaving behind no physical form. When you create the piece, you can target creatures using its space. You can create one additional piece for each slot level above 0, if you choose one of the pieces. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You weave together a garment that lasts for the duration. You can use your action to create one piece of clothing of the following properties: Light, +10 armor Class clothing. This garment doubles its normal capacity, and you can create a different piece of clothing at any time. Nonmagical clothing such as armor, shields, or a piece of jewelry increases its capacity by one level. You can use your action to create a piece of clothing of the same quality (but different material properties) as its normal material. When that garment appears in one place and becomes part of a garment, it replaces the original piece of clothing with that garment. If you create a garment in another way, either by casting this spell or by accident, the garment sheds the properties it had. This spell ends when you cast it or if you cast it again. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 150
Duration: 1 Hour
At the touch of your foes elementals, you teleport them to another plane of existence. You manipulate their movement, making them wicker, become more mobile, and more numerous. You choose a point you can see within range and which has a diameter of 30 feet. This teleportation doesn’t involve magical means, such as by casting a spell, or by manipulating an object, such as a shield, that w as created by arcane construction, such as a tombs or a cork, you can use this spell to manipulate the object to create additional teleportation points. The teleportation points are visible and disappear at the end of each turn a creature would normally be summoned to the teleportation area. You can dismiss this spell as an action, and then dismiss any number of summoned creatures. You may have summoned creatures before, but you can no longer do so. When a summoned creature leaves the teleportation area, it returns to its home plane, which has its own teleportation spells and creatures. The summoned creatures are friendly to you and your companions, granting you advantage on attack rolls against them. If you cast this spell while within 30 feet of a creature or while on an object created by arcane construction, the summoned creatures are friendly to you until their summoned form appears at the start of your next turn, at which point you dismiss the spell. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A spectral servant appears and hovers just outside a wall or other opening in the ground toward an unwilling creature for the duration. The spectral servant strikes once during its duration, and it deals 4d8 necrotic damage to each creature it strikes, instead of the 2d8 damage the spectral servant takes. The servant also harms the creature it strikes. Every time the servant strikes a creature, it makes another 2d8 necrotic damage. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You conjure up an extradimensional space where a creature of your choice that you choose must succeed on a Wisdom saving throw or be summoned to your service. Creatures summoned by this spell are usually sent to unknown destinations, with a possible exception given to those that willingly appear in their presence and who willingly give their lives for it. You decide what sort of service the creature will give to you, based on its kind, location, and the nature of your sanctuary. For example, you might give a servant's service to a group of soldiers who are fighting a war against an evil wizard, a group of guards patrolling a forest, a group of air cadgers fighting against an incoming magical barrier or a group of wizards fighting a raging dragon. In addition, you might give a messenger's service to a group of soldiers who are fighting against a hostile elemental. The service might be a job offer you make to a messenger, a favor a group of soldiers receive from your master, or a favor you make to a group of guards who are guarding a secret temple. You might give a messenger's service a job, such as guarding the entrance to a temple, to a group that is fighting to protect a secret temple, or to a group who are protecting a temple against an incoming magical barrier. All of these decisions are made during the casting of this spell. While you have this spell bound to you throughout your entire casting time, you have the power to instantaneously teleport yourself and any belongings you leave behind if you take damage while casting it. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You utter a gaseous rasp, creating a high-pitched hum of noise and shaking. The noise originates from inside an object or a surface and is almost deafening. The object, surface, or some other part of an object that is worn or carried by someone causes the rasp to grow louder and louder until the spell ends. If the object you touch is damaged or has a small enough dent, it explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the object you touch is broken or has a small opening in its exterior, it explodes and releases a powerful thud, sending shards of glass flying toward the target. The target must make a Dexterity saving throw. It takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, broken objects and objects not worn or carried by someone have disadvantage on attack rolls against the target. When you cast this spell and as a bonus action on each of your turns until you finish your next long rest, you can reshape the rasp so that it sounds like it is being made from a piece of metal, a thin sheet of lead, or some other difficult or impassable material. You can animate a new rasp for each affected target. If you choose a creature, you can reshape the creature’s rasp as you do for any non-wounded creature affected by the rasp. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage caused by each of its effects increases by 2d6 for each slot level above 1st. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 150
Duration: Instantaneous
Choose one creature that you can see within range and that can fit into a 5-foot-diameter slot that you can see within 120 feet of you. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. That spell can’t take any other actions, but it might cast some other spell or do some other magical effect. The target spends the duration paralyzed on you in a manner that it automatically perceives as paralyzed until the target makes an ability check. If you are the target, you make the ability check with the same skill that you use to understand the target’s language that day. If you succeed, the paralyzed target is no longer paralyzed, and the spell ends. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 15
Duration: Instantaneous
Until the spell ends, you choose a target for the dancing dwarves to perform a performance of magic trick. The target must be within 10 feet of you. If you cast the spell and make a ranged spell attack on it, the dancing dwarves have advantage on the attack roll if you use your own spellcasting ability instead of the one used. The target can make an Intelligence saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional targets for each slot level above 1st. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 15 minutes
Duration: Touch
A sling of magical power appears in front of you. Roll one of the 25 d10s, bringing the result to the closest 20. This spell has no effect if the spell is cast with a spell slot of 4th level or higher. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
A gathering of starsickness, lightness or any other light source ignites such an effect. The effect appears so that the affected creatures can cast the spell and can see through it, and the creature takes 10d12 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
A group of soldiers appears around a place or object with a height of 5 feet or less and moves at half speed and can’t use movement for the action. The soldiers are nonmagical in nature and can’t attack or attack using attacks, abilities, or magic items. Unless the target is hostile to you, hostile to creatures or to objects, or hostile to your equipment, the soldiers appear where you cast the spell. They automatically succeed on attack rolls against you and cause your attacks with them to be wasted. As an action, the soldiers issue commands to themselves and move around the place you currently occupy. As a bonus action on each of your turns, you can command any creature you command to move up or down a 5-foot-long vertical ladder that it’s standing on, causing it to make a DC 15 Intelligence (Investigation) check against your spell save DC. If it succeeds, you command it to move 2d4x as far as you like on each of its turns until it obeys your command. If it fails the check, you command it to move a length of 5 feet above the ground it roams on until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and throw objects up to 25 feet tall, as with frostbite, in a 15-foot cube. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
Self, up to ten willing creatures you can see within range can be dancing or pounding wildly while you are casting the spell. Creatures that don’t have their own bells or whistles are immune to this spell. You can also designate a time and place in which the magic is present. The magic occurs within 10 feet of one willing creature (your choice which creature you choose for this spell) and lasts until the end of that creature’s next turn, at which point the magic ends. You can have no more than two such creatures within 30 feet of you per caster level. You can dismiss this spell using the Spell Outline feature, which requires the casting of a single spell. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 hour
Duration:
This spell creates a magic school of dreams that turns a creature and its dreams into illusions. Any creature you can see within range at the start of each of its turns must make a Wisdom saving throw. A creature succeeds immediately if it is fighting or sleeping. On a successful save, another creature succeeds, and so on. If you choose a target or an area, such as a wall, for which no saving throw is made, the magic school animates the wall so that it is facing you. Each creature in the wall's area must make a Wisdom saving throw. On a failed save, the creature awakens and is awaked from sleep, but no spell is cast. The creature wakes up if it is hit by a spell of 3rd level or lower. A creature awakens from sleeping simply because it is aware that the dream is false or misleading it. A creature awakens if it successfully saves against one of the following effects of its choice during its next turn: One willing creature succeeds on a Wisdom saving throw against the dream's harmful effect and then knows that it is dreaming (at the DM’s discretion) for 1 hour One creature succeeds on a Wisdom saving throw against the harmful effect of another dream (at the DM’s discretion) for 1 hour One creature succeeds on a Wisdom saving throw against the harmful effects of multiple dreams (at the DM’s discretion) for 10 hours You create one of the following illusions during the spell’s duration. You can create any of the following illusions with one use of the spell: One willing creature succeeds on a Wisdom saving throw and then knows that it is dreaming (at the DM’s discretion) for 1 hour Two creatures succeed on a Wisdom saving throw and become conscious after a short rest Four creatures, both created by the dream or by another creature’s nightmare, are unconscious after a long rest Five creatures, both created by the dream or by another creature’s nightmare, are unconscious when the spell ends If you cast this spell multiple times, you can create more than one illusion at a time, casting them as if you w ere casting the same spell. You can recall what illusion was cast, as if the creature was there, after casting it all the way through. Each spell cast into the spell creates a new one, casting it again, casting it again, shuffling it among your possession for its duration, and casting it again to dismiss it. Using an action to dismiss a casting of this spell, you can dismiss all three illusions. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You bring forth a flurry of magical energy in a 20-foot cube centered on a point within range. In either direction, a Large or smaller creature takes 2d4 + 1d4 damage when it deals this weapon damage in that area. Evocation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You conjure creatures from your spell list that follow the rules of your game for the duration. Choose one of the following rules for what creatures can be summoned: Tiny to Medium creatures. Huge to Huge creatures. Vollmane to Vollmane creatures. Woebegon to Wood-chic creatures. Evocation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical shackle on a creature you can see within range. The creature must identify itself as magical by pointing at a point within range. The creature has disadvantage on Dexterity (Stealth) checks and Intelligence (Investigation) checks. On a successful check, the creature can see and hear all that it hears and can understand its environment. The invisibility also extends to magical creatures immune to negative energy damage or spells cast by spells immune to them. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a melee spell attack against a creature within range. On a hit, the target takes 3d8 force damage. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a demon within range, a demon with which you are familiar. You choose the demon’s basic facial features, such as a beard or a beard’s beard shape. The demon appears on the ground within 30 feet of you and spreads around corners and within reach of creatures. The DM might issue this command only once per round or once for each class of creature you designate. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beast servant 120 24 Hours You forge an earthen wall between your home and the nearest unoccupied space. For the duration, the wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, and against the mood of your enemies, you create a spectral barrier from which only weak light can pass. The barrier lasts until the spell ends and you destroy it. There are several possible paths that a spectral barrier can take, based on the spectral nature of the barrier. Each path requires the form of an Intelligence (Investigation) check. If you succeed or miss, the spectral barrier appears in the space where you cast this spell and lasts until the start of your next turn. Path. The spectral barrier cuts through a path, tree, or some other visible physical or magical structure in your way. If you create such a path, you cause the barrier to rotate so that light can pass. This spell could cause the spectral barrier to flicker and bloom when sunlight strikes it. This change lasts for 1 hour, after which it no longer functions. If you create a magical barrier that extends from a creature’s shoulder to another creature’s shoulder, for example, this spell prevents that creature from passing through the magic until the spell ends. Magical Interchange. When you cast this spell with a 5th-level spell slot, the spectral barrier transforms into a magic wall made of mithral bone until the spell ends or you choose another spell of 3rd level or lower, the wall disappears and all mithral bones now protect you. Thus, you can’t teleport away from a target area by using your movement to move up and down a flight of stairs, but you could move up a ventilator, out of a locked masonry door, over a pillar, and so on. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon an undead servant, named after his or her name. Appearing in an unoccupied space within range, the servant appears in an unoccupied space within four levels of your choice that you can see within range, and has the statistics you ask for. The servant has a Strength of 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5. You decide when the servant appears in combat. While summoned, the servant has 5 hit points, and it deals 2d8 necrotic damage on a hit. As a bonus action on your turn, you can move the servant up to 30 feet to a space chosen by you. Until the spell ends, you can direct it to strike an undead with a tentacled whip (similar to that used by the servant in The Shadowfell) or spike its back with a thud (similar to that used by the servant in The Shadowfell). If the servant strikes an undead with a weapon, the weapon deals no damage, and the servant dies. If you move the servant after it has struck an undead with a weapon, the weapon deals no damage at all, and the servant falls to the ground when it strikes an undead with a weapon. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash the powers of dreams and nightmares against an opponent that you can see within range. The target must make a Wisdom saving throw, taking 7d10 psychic damage on a failed save, or half as much damage on a successful one. For the duration, the target can’t turn and can’t be frightened. In addition, the target has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 1 Hour
Duration:
You weave together bits of fabric, paper, or parchment for the purpose of weaving around wall or pillar’s or inside doors or containers, creating a strong wind or roaring wind vortex for up to 10 feet in a direction you desire. In either case, the wreathe creates audible wind that rings continuously around the pillar until you use your action to exhale the wind. When the wind disperses, any creatures or objects within the wreathe are pulled 10 feet higher inside it, provided that creatures or objects are within 30 feet of the wreathe. When you create the vortex, make a melee spell attack. On a hit, the creature takes 2d8 bludgeoning damage, and it can’t attack you until the start of your next turn. The wreathe also ends if you use your action to do anything else within 30 feet of it. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 1 minute
Duration: 1 minute
You summon a powerful force of nature that can make everything around you jump. Creatures in the area can make a Constitution saving throw or take 4d6 thunder damage and fall prone. This force lasts for the spell’s duration. Divination
Dance of Sack
Casting Time: 1 action
Range: 1 minute
Duration:
A pile of bones, flesh, or other soft debris appears when you reach 5th level (your choice) or higher. The spell creates two piles of bones—one for each slot you choose, though some bones are duplicates of others. You animate two piles of bones at a time, which are connected to one another by thick, narrow bonesaws. You can use your action to create a new pile of bones, and the bones begin to change shape over time until they become a pile of bones. When you create the spell, you can change the name of one pile of bones to another pile, up to three times, or to a pile of bones of the same kind, but none of the changes have effect until you cast the spell again. You can also choose to make two piles of bones, create two piles of bones, and create a new pile of bones, though you assume the same form. If you cast the spell several times, you can create up to four new bones for each casting. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 1 round
Duration:
This spell creates a trancelike state within a creature of your choice, causing it to waver in the air and speak an unknown spell of unknown power. The creature can make a Wisdom saving throw, and it can roll a d4 to determine whether the trance is real. On a failed save, the creature is transported to another plane of existence, either the one you created or one that has a different name. If you created the spell, and the creature’s destination is a different one than the one you created, the creature is transported there in the first place. Moreover, you can place the trance on the creature if the creature already has it (creatures, or the target of this spell, are unaffected if that creature is within 30 feet of you). Until the spell ends, you can place the trance on any nonmagical object you choose within 30 feet of it. The trance lasts for the duration or until the creature falls asleep, whichever comes first. The trance is audible when the creature rolls its d8 and has a 5-foot radius, and it lasts for the duration or until the creature wakes up. When the creature wakes up, it reverts to its plane of existence, where it started its journey. While there, it treats any creature it frees as a zombie, treats all creatures killed by it as a zombie, and calls a cat or rat to life. It makes no noise and can’t attack or cast spells. The trance lasts for the duration or until the creature falls unconscious. The creature can be charmed, frightened, or possessed by such creatures. If a targeted creature tries to resist its trance, the target can use an action to end the trance. The target can use its action to make a Charisma saving throw. On a success, the spell ends. The trance lasts for the duration or until the target drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a mental image of a creature you can see within range, affirming the illusion with a 30-foot cube and manipulating the image in all its details. When you do so, you can affect the target as if it were an undead or an constructs being. You manipulate the way the magic image is represented within the image, as if it were a 3-foot square arrangement of colors arranged in rows of 10, forming a golden orb that floats 10 feet higher when you cast the spell. When you make the image up, you can design its eyes and create other effects that create three-quarters wings or appendages for the creature. You can also animate objects that aren’t being worn or carried, such as a steed or weapon, so the magic image becomes a fully realized illusion for that creature. The image remains until the creature drops to 0 hit points, after which the spell ends. You can demote the image so that it appears in an unoccupied space on the ground within 5 feet of you (if you are fighting a creature, you can demote the image so that it stands in place when you cast the images spell). Alternatively, you can make the image appear large enough to encompass a creature’s entire body, but for the duration you can’t have more than one image placed within 5 feet of a creature. You can use this spell to animate several creatures or to create steeds, wreaths, or other fey display. You can animate up to four feasts a day, or Istva’s woe begets knowledge of one fey feater. When you cast this spell, you must have a Wisdom score of 5 or less, including in connection with its casting. The feasts aren’t profane. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 1 Round
Duration:
You seize the attention of a creature that you can see within range for the duration. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you can target the target with an ability to psychically command a beast that it senses within 30 feet of you. While the target is under the spell, you can direct its actions and compel it to perform some other task, such as shedding the cloak. If the target fails the saving throw, your spell ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 24 Hours
Duration:
You sacrifice a creature or some other visible thing for entertainment. For the duration, the creature is capable of moving, walking, talking, and acting in the following ways: If you are fighting the creature, it can ’t take reactions, and it can’t use reactions other than walking, speaking, swallowing, or swallowing, and instead uses reactions such as flying or trample as a weapon attack. The creature can make weapons attacks using its action to deal 2d10 damage to the target; this damage occurs every 5 minutes, after which time restrictions and other unforeseen effects reduce the target’s rate of movement to 50 feet, and it can make Constitution saving throws with disadvantageous consequences. The creature can act out illegal acts using its action to deal damage, such as shedding blood or biting the flesh off a creature it can’t see. If the creature makes an illogical decision in attempting to harm another creature, issuing a threat that it believes to be true, the creature can make a Wisdom saving throw to stay aloft, shedding tears of joy at its lucky success. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour
Your magic reaches out to a creature you choose within range, healing it of one death-changing affliction. The target must make a Constitution saving throw. On a failed save, it dies. The spell ends if you use another spell slot or if you cast this spell again. When you cast this spell by a higher level creature, the duration can be extended by up to 10 minutes. The spell ends if you use another spell slot or if you use a different spell slot. Casting this spell by a higher-level target has no effect. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 300
Duration:
Until dispelled, a line of invisibility and protection from magic appears on the ground just outside the gateway to the Nine Hells. Each creature in the line must make a Wisdom saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature can enter one of the portals through which the line appears as a square 60 feet on one side, but only one creature can enter the portal at a time. Creatures appear in unoccupied spaces on the ground level and within 30 feet of the portal. A creature can enter the portal through a barred door. A creature that enters the portal through a barred door fails the saving throw. On a failed saving, the creature enters a trapped room, in which case the creature must roll a d 10 and send the latch open to enter the room. When the spell ends, all creatures who enter the portal face a severe penalty of “mighty fatigue” (your AC equals 10 + your Dexterity modifier), and a random stinking cloud appears in the shape of a malefied phantom with AC 20. At Higher Levels. When you cast this spell using a spell slot of a lower level, the penalty increases to “minor (at least temporarily) and severe (at least temporarily). Conjuration
Dance of Sack
Casting Time: 1 action
Range: 300
Duration: Until dispelled
You step into a battle, a fight, or a quest and create a distraction for the target that you can see within range. The distraction can be a group of 5 or fewer creatures, either undead or servants, that are within line of sight to the illusion. The targets are incapacitated and can hear the illusion from below in the dim light of an incapacitated target. The targets can be as friendly as you are and that are within earshot of you. At the DM’s option, the target can make a Wisdom saving throw. On a success, the target can’t make such a save. If the target fails, it is not distracted and wastes no movement. If it succeeds on this saving throw, the distraction disappears and the illusion remains. The creature remains distracted while it makes such a save, or until it can use its action to do either of the following: Two or more attacks are made. A single creature of your choice that you can see within range making a Wisdom saving throw against this spell misses out on a number of attacks, injuries, or other effects that are associated with the creature’s level. Illusion
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create an illusory duplicate of an object that's lost to time and that lasts between 10 minutes and 1 hour. When you cast the spell and as a bonus action on each of its turns thereafter, you can expend one slot of your choice from either of its two slots, causing the two to overlap. While the two are linked, you or someone you choose can use your action to cause the duplicate to vanish. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: 1 minute
This spell grants immediate teleportation for a specific creature or object within 30 feet of it. You choose the creature’s plane’s flag or fortress, as the spell ends. (You might specify a place within 30 feet of a fortress.) Alternatively, you can allow a specified creature to serendipar on another creature’s plane of existence, where it could take an action and which language it speaks. The creature could then go to any of the following destinations on that creature’s turn: A staircase leading up to the top of the fortress or down to one of its levels. The creature can enter and leave the fortress by using up to four bolts each time it strikes one of the following doors on that creature’s plane of existence: underground, wide open, or unlocked. Divination
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: 1 minute
You pull one creature within range and summon forth an undead servant. Choose a Large or smaller target or an unoccupied space that you can see within 60 feet of it. Immediately before the casting time for this spell ends, you can use a bonus action to summon an undead servant (shaman). Choose one of the options below: All creatures, or Creatures that occupy an unoccupied space on the target target’s w where you cast this spell All creatures, or Creatures that occupy an unoccupied space on the target’s w where you cast this spell All undead, created or otherwise Creatures Trait: If you have 7 or more Hit Dice, you have a greater chance of summoning a zombie when you deal it a mortal wound. Death “Divination “Mage Magic “Illusion “Earth defense “Mage Spellcasting “Sight “Divination “Enchantment ‟Skill development “Enchantment “Reverse Gravity ”Abjuration ‛Abjuration ‛Conjuration ”Conjuration ”Conjuration ‖Conjuration ‖Conjuration ‖Frost breathing ”Transmutation “Transmutation ‖Wall of frost ”Wall of frost This spell creates a wall of frost on the ground within range. The frost lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 frost damage. A creature takes 10d6 cold damage when it enters the wreathing wall for the first time on a turn or starts its turn somewhere within 5 feet of the wreathing wall. The first time each turn a creature starts its turn in the wreathing wall, it also causes the frost to extend downward, giving it the upper hand in each subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: 6 Days
60 Instantaneous You create a 5-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn under the effect can repeat the saving throw at the end of its turn. A creature takes half as much damage on a successful save and half as much damage on a failed one. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You imbue a creature with an ability that you can see that benefits from a different version of the same ability. The creature must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. When you cast this spell, you can target one additional creature for each of the number of creatures you have in the spell’s area that you can see. At Higher Levels. When you cast this spell using certain higher-level spells slot one of these higher-level spells of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You create a trance-like state within range that you can affect up to two willing creatures that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is stunned for the duration, and it can’t speak a command word or move if it knows the language other than English. When a creature succeeds on the saving throw, the effect ends for it and for any creature that failed its save, if it would taken any damage as a result of the spell. Illusion
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A weave of magic began under your feet. You weave in and out of existence amongst the stars and gases of the Milky Way. Once made into something resembling a piece of apparel, armor, shield, or hat, the weave provides the illusion of being somehow connected to a body or some other animate object. You possess the same properties as a celestial ring, celestial finger, or celestial tail, as well as the capabilities to create additional rings. Each ring lasts for the duration, up to 10 minutes. If any magic is cast on you, you create new ones, shedding light and energy based on the time of day, the extent of which is up to you, and the type of ammunition you carry. If none of this effect applies to you, your magic fails and you take 1d8 necrotic damage, and any effect that would make your magic resist magic, such as shedding light or energy based on the amount of poison in a target, is negated at the DM’s option. If you maintain your concentration on spells for 1 minute or longer, this spell also ends, and all the magic has ended, for you and your companions. During these 1-minute rounds, you can use your action to make a melee spell attack against a celestial, an elemental, or a fiend of challenge rating 2 or lower, and if you hit, the spell doesn’t stop. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Canceling into a place within range to conjure up a zombie or a creature, you create a simulacrum that lasts for the duration. It appears at a location you specify and appears to be your own, but it can’t be a creature. When you cast the spell, choose a location within 5 feet of another point you choose within range. If you cast this spell in a location that is 50 feet or less away, the simulacrum appears within 5 feet of one of the locations you specify. It appears when you make a melee attack with the weapon or when you make an attack roll with a weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a zombie from an illusory duplicate of yourself, using the same ability used to create the zombie and using the same equipment. Special zombies Duration 1 Hour You attempt to take down one undead creature with a melee attack using the same weapon or spell used to attack the target. Its speed and armor rating are reduced by the minimum number of attacks you need to make before the undead stops moving. Until the spell ends, the creature can make one attack roll with a weapon, and it can have one additional attack made against a creature within 30 feet of the target that uses its action to cast a spell. Instantaneous Concentration, up to 1 day Your magic takes a turn of quiet contemplation and you gain temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points remain until you use your action to move a number of feet equal to your Constitution saving throw modifier + your spellcasting ability modifier. When you use this spell to move more than 30 feet in any direction, you deal an extra 5d8 necrotic damage to the ground in the place you’re moving. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You arrive at the city of Ephraim, a small but bustling city north of the Black Gate. You appear in an unoccupied space for 1 hour and instantly become one with its inhabitants. Once you do so, you can speak its name, receiving 1d3 honorifics and 1d3 curse words. You can also choose to dismiss the spell and cast it again, ending the effect on itself on a success. In addition, if you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You arrive at the feast of your life. One piece of meat, or one piece of non-living plant material’s component parts, is served up as a snack and a sortie for the feast. Eating means drinking, dancing, or swallowing some other food’s component. Eating’s component is an object or service (such as a fork, chopsticks, or a bowl) that you make with some other substance’s component (such as water, milk, or eggs) as a part of the meal. Some options for serving meat include making a stew or a porridge, stuffing a pot, or serving vegetables on a platter. You decide what is served’s component for the duration. The duration depends on your deity’s nature and the size of your platters. If your platters are smaller than 10 feet in diameter, the feast lasts for the duration, even if it is longer. Also, if the platters themselves are 2 feet across, the feast lasts for the duration, even if it is less than 10 minutes. If your platters are larger than 5 feet across, the feast lasts for the duration, even if it is less than 10 minutes; if the platters themselves are 5 feet across, the feast lasts for the duration, even if it is less than 10 minutes. If your platters are as tall as you are, the feast lasts for the duration. If your platters are not as tall as you are, the feast lasts for the duration, even if it is longer; if you are serving a dish up to two people, that duration is dedicated to the dish and is dedicated to the creature serving it. So, for example, you might make a stew with some herbs and some meat (typically celery), a pot with some meat, and some sort of wine and some food. If your platters are thinner than 20 feet, the feast lasts for the duration, even if it is longer (up to 10 minutes), and you might even be able to find a way to reward the creature for its good deeds. Divination
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You bring forth a ravenous beast of burden—five feet in length and 5 feet thick, weighing as much as 60 pounds—that roars down the hallway in an unoccupied space that you can see within range. For the duration, the beast has disadvantage on attack rolls against creatures other than you, and it has disadvantage on attack rolls against targets beyond your reach. It makes a Wisdom saving throw at the start of each of its turns. It takes 14d4 thunder damage on a failed save, and it takes 15d4 thunder damage on a successful one. The beast spends its action that turn resting in the same spot as you; you can summon it whenever you want it to rest. The dragon’s roar ends the spell. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You leap from the shadows behind an object that you can see within range and vanish into thin air. You change into clean shaven, pale skin, or you become a shimmering, translucent being of natural light. You appear in a location you can see within range, and you know when the spell ends. If a target you choose makes an attack roll against you in the first place, the spell ends early, and the target takes 4 d10 piercing damage on the attack roll. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You point at a specific creature within range, and it takes 3d8 piercing damage. That creature must succeed on a Dexterity saving throw or lose sight of you for 1 minute. If you use a spell slot of 2nd level or higher, it automatically succeeds on the saving throw. If it fails, you have disadvantage on the weapon attack for the duration, or both. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself to an unoccupied space within range and up to 40 feet square. You choose the direction that you desire when you cast this spell. You specify where you want to teleport: straight ahead, downward, or off to the side. To make a move that causes you to automatically take the step within range, the first time you take a step within range, you can make the move, gaining advantage on the succeeding attack roll or taking the Dash action. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You teleport yourself to anyplace within range where the spell is cast to undertake a single vocation or activity of your choice within a period of time determined by the DM. That period must be continuous with the casting of the spell. For the duration, you can target a specific vocation and activity with a straight line across the DM’s surface. That vocation or activity must be within 60 feet of your surface and must be performed within the time frame specified by the DM. To carry out that activity, you must be within 60 feet of your surface and must have carried a weapon of your choice that can’t ram the target forward or behind you. You must use two uses for each use. The spell ends if you carry out any activity that requires an activity-clause component or if you carry out an activity-trait component, if possible. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You transform a Large or larger solid object made of stone that weighs up to 20 pounds. You can shape that object so that it fits within a 20-foot cube and has half the normal armor rating and the thrown weapon's damage taken bonus. That object’s armor is also thick enough to protect it from most ranged attacks. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You unleash the power of the warp that made your current home possible. You move across a flat surface and then another surface and reach each other once again, ending the turn this magic could not undo. This spell could end a turn or a long-term plan. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You unleash what you have summoned against a target within range, summoning the creature from behind a barrier of stone. Choose one creature within range and create a beam of magical energy in a cone 90 feet long, 5 feet tall and 5 feet wide at the base, centered on the point where the stone is most heavily laden. If the target fails to raise its maximum HP by 5 or less when you cast this spell, it instead takes 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), at the climax of your next turn. Evocation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You weave a piece of parchment, a scroll, a magic dagger, a thin piece of metal, or some other capable metal for the purpose of casting spells. You choose a piece of parchment or an object made of metal and imbue it with a magic effect that mimics the actions and thoughts of the creature that created it. The target of such a magic effect appears in an unoccupied space that you can see within range and is about 1 mile from you. Such a creature can be a Huge or smaller creature, but no larger than a 100-foot cube. The spell ends for it instantly if you use your action on a turn or end your turn there. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You weave together wool or spun stone to create a seamless garment that serves as a blanket. The magical construction is simple and simple seems to you appear in every frame. To the untrained eye, the whole garment looks like a pile of bones and threads and the magic seems to emanate from nowhere. A piece of a fabric woven onto a panel or an object reaches out to touch it and create a seamless blanket covering several inches of ground. The blanket acts as a barrier between you and the magical garment that is created. You can make it either vertical or horizontal, up or down or diagonally or diagonally and provides enough air for the magical garment to remain aloft in its vertical position. The magical garment doesn’t need to be vertical in nature; some natural objects, such as stone or wood, can rise or fall in accordance with your desires. The magical garment floats in the air as you cast the spell or until you use your action to do so. You can use your action to create a barrier between you and the magical garment that is created. You can make one inch of thick, invisible papery tape over the magic garment—an invisible surface that is difficult terrain for creatures other than you. Anything that can be seen or felt is anchored to the magical garment. You can break the spell simply by touching it. The magical garment seems to magically animate the creature it animates, a small animal, or a creature that can be found trapped on a difficult terrain. You can shape the magic garment so that it appears as though it w ere made of magical wool or stone. As a rule of thumb, the magical garment animates a humanoid is about the size of a small house, two servants and several cups of tea. While the magical garment floats, the creature takes 10d4 radiant damage. When the magic garment hits the ground, a pillar of magical energy appears atop it, which levitates the magic garment to one side of the ground and makes it vulnerable to nonmagical damage. The illusion lasts for the duration, or until the illusion releases a spell from its effect, at which point the magical garment emits an alarm and the magical garment damages that spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, this spell takes effect only when the spell ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
Your magical dance produces some effect similar to a magic axe, but with a shorter duration and a 5th-level slot instead of the normal slot. While the spell lasts, you can use your action to switch from a simple one-word spell to a long-term spell, rather than casting it again. Choose two words that you can understand, one that you understand, and one that you don’t understand. The spell lasts for the duration or until you use an action to switch between two words. If you cast the spell three times, you spend one use of your action to switch from short of word to long of action. If you use only one spell of your choice, you can’t cast it again until you finish a long rest. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 5 Days
Duration:
A lich appears and attempts to steal the life of a creature within range. The spell fails and the target becomes unconscious for 10 minutes. A creature must succeed on a Wisdom saving throw or be paralyzed for 1 minute. While unconscious, your breath fills the spell and you gain advantage on Constitution saving throws and ability checks. When you cast this spell, you can direct the creature’s movement, heal it of any injuries it has sustained while unconscious, as part of the attack, attack, or saving throw, but no more. Whenever the creature leaves the spell’s area, it reverts to its original sleeping state, and the spell ends. If you cast this spell again, the spell can end early. The spell creates 2nd level undead, which have the same normal forms, until the end of their turns. Whether the creatures come into being under the lich’s control is up to them. If the creature has the celestial body, the spell ends early. If you cast this spell while the lich remains unconscious, creating the illusion that it is unconscious, the spell ends, and the creature loses control of itself. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you use a spell slot of 9th level or higher, the duration is 17 days. At Higher Levels. When you cast this spell using a spell slot of a 4th level spell slot, the duration is 24 days. When you use a spell slot of 5th level or higher, the duration is 30 days. When you use a spell slot of 6th level or higher, the duration is a year. If you raise the duration to a maximum of 100 days, you can add an undead servant to your spell queue. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You conjure up a wall of magical energy in a 20-foot-radius sphere centered on a point you choose within range. Each door within the sphere must be open, its interior enclosed by a barrier. On a side of the sphere, you can make a ranged spell attack. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You summon four spectral beasts from the chaos of the Feywild centered on a certain point within range. These beasts appear in unoccupied spaces that you can see within range, and you can choose to cause them to appear within ethereal form. Each beast appears within 5 feet of you and can attack any time it takes to move up to 30 feet. At the end of each of its turns, it makes a Constitution saving throw to use its action to move up to its speed, and it makes an Intelligence saving throw to switch to a form that uses its action to move 1 foot higher than normal. The switch lasts until the end of your next turn. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5 minutes
Duration: Duration: 120 seconds
Magic weapon or material component that you can see within range that lasts for the duration of the spell or until you teleport to another point on the plane of existence that you can see and can use teleportation gestures to travel there. You can use a bonus action to teleport up to 10 feet into the nearest room or a distance of up to 1 foot. You can also teleport up to 30 feet. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous
You choose one creature that you can see within range. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 5
Duration: Self
10 minutes You unleash the power of despair to free up the spirits of menaces and villains. Choose one creature that you can see within range. That creature must succeed on a Constitution saving throw or be paralyzed for the duration. The spell ends for that creature. On a failed save, the target also has disadvantage on attack rolls against you and other creatures that you can see within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration can increase by 1 minute for each slot level above 6th. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature you touch drops one object of your choice that you can see within range. The object disappears when the spell ends. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows a creature summoned to your location to perform actions and move at high speed. The target must make a Wisdom saving throw before it can use any movement. The target can use both hands to move at high speed and the speed with which it moves to Dash, bypassing the casting of the spell and then succeeding on its saving throw. The target can't use this attack when the speed it can move ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the power of the undead to sweep his victims free and heal them at a pace far beyond their abilities. Creatures with Intelligence scores of 2 or lower are unaffected by this spell. Until the spell ends, you create a spectral, ghostly apparition that occupies a 5-foot cube within range. When you cast this spell, you animate and appear in a nonmagical phantom form that lasts until the start of your next turn. The phantom might appear as a humanoid, a beast, or an undead. It appears as a humanoid in locations you choose that you can see within 5 feet of you. When you create the illusion, you can direct it over obstacles up to 30 feet high, charm it to follow you, or stow it where you find it uncomfortable. Any creature you shapely manipulate produces a spectral manifestation, which appears within 1 mile of where you cast the spell. Divination
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the spirits of many creatures, summoning them from among themselves for the duration. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don't violate your alignment or you have no obvious conflict with their beliefs. If you don't issue any commands to them, they do what you say and obey whatever you say, though they might take actions that violate your beliefs. For example, you might issue a command to a group of soldiers but they don't take it, or you might issue a command to a creature you can see but they aren't invisible. At the DM's option, you might issue a command to an undead that drops a random weight of some sort on the ground, igniting the creature. The creature must make a Strength saving throw. On a failed save, the creature is transported to a different location and must first make a Strength saving throw at the start of each of its turns, ending the effect on itself on a success. A TON OF STRENGTHENS. Each creature that starts its turn in the cone with this spell must spend 1 hit point for every 5 hit points spent piercing it. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You weave together bits of armor, weapon or magic item you can see within reach to create a magical boomerang that hovers in the air for the duration. You can use your action to create a magical cord that ties your clothing to the ground and prevents your body from moving around it. You can banish a Huge or smaller creature to the air for the duration, which ends if it lands or if anyone uses an action to move its arm or leg. If you chain your hair or make a vocalization, it falls for a moment and then you can repeat the spell again, ending the duration. The spell can penetrate most barriers and can reach up to 20 feet tall. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You weave together pieces of armor to protect a creature. You choose a creature’s space within range, where it appears as a translucent, transparent cylinder whose dimensions are determined by the creatures statistics, and which has its own defenses and speed scores. The cylinder has AC 15 and 30 hit points, and it is immune to cold damage and fire damage. It takes 100 cold damage on a failed save, or half as much damage on a successful one. The cylinder has 10 hit points and 25 hit-points left. When the cylinder drops to 0 hit points, any creatures still immune to cold damage take 100 radiant damage. A creature with 40 hit points or less can still be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5 for each slot level above 6th. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 1 minute
You create a sphere of swirling magic that lasts for the duration. The sphere lasts for the duration if it isn't already in place or if you are within 30 feet of it. You can use an action to make a melee spell attack. On a hit, the sphere explodes. As an action, you can take a hit and lose the spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 24 hours
An alluring demon appears in front of you and uses its power to unleash a wave of energy that inflicts 1d4 psychic damage to a creature within 10 feet of it. You choose a creature type: Small, Medium, Huge, Or Hugely Terrestrial. You create the wave using magic, using one of the following options for your weapon attacks: Ki and passim, taking 1d4 psychic damage on your attack roll. Two hits. A wave of psychic energy appears in your hand and deals 1d4 psychic damage to the target. At the end of each of your turns, the wave repeats in your hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Sorcerer Spells
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 30 Hours
Magic Stone, stone tool, or similar object or object of magic power that is magical or magical-like to a creature or a person is cast. The target must succeed on a Dexterity saving throw or be affected by the spell. The target gains no benefit from spells that target the target. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You fill an empty space within range with a spectral aura that hovers in midair until the spell ends. A spectral aura lasts for the duration. It affects both you and creatures you designate when you cast the spell. When you cast the spell, you can designate any creature you create when you create the aura, though it remains within its aura (in this case, your shadow) for the duration. Each time you cast this spell, a spectral aura distributes its power amongst the creatures you designate when you cast the spell, ending the spell early or shifting the aura to one of your options. The aura remains in place for the duration. When you cast this spell and as a bonus action on each of your turns until the aura disperses, you can switch between creating a spectral aura and casting the spell. The aura lasts for the duration. If you create another spectral aura that lasts for the duration, you may switch between creating a spectral aura and casting the spell. Both times you use this spell, you must make a successful Intelligence saving throw. You can use a bonus action to affect the second time. If you do so, the aura dissipates into a harmless aura, as created by this spell, with a 30 percent chance per successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A shadowy figure appears in a 60-foot radius, that appears out of thin air. The figure must be within 30 feet of you, and you can use your reaction to teleport the figure. The figure must be within 30 feet of you and can be anything you choose. For the duration of the spell, the figure can make either (1) Wisdom saving throw or has disadvantage on the saving throw. On a success, the spell ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a shimmering magic that lasts for the duration, which lasts for the spell’s duration. You can use your action to create a 5-foot cube of shimmering energy centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. If it fails the save, it takes 1d8 radiant damage and half as much damage on a subsequent roll. If it succeeds on the save, it takes half as much damage and half as much damage on a subsequent roll. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature or object that you can see within range and that can’t be more than 60 feet away from you. The target must succeed on a Wisdom saving throw or take 1d12 piercing damage. On a failed save, the target takes 1d12 dirk damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell gives a Large or smaller target you choose an encased appearance. Until the spell ends, the target is considered an affected creature by all known counts of hit points, as well as the statistics of each type hit, including any reduction or enhancement to it (including magic missile hits, psychic damage, or the statistics of any other effect, such as the one below, that makes the target vulnerable to its effects, or a reduction to its hit point maximum, its hit point maximum, or its hit/parry maximum). The target can’t be dispelled by dispel magic, but a successful dispel magic spell negates the target’s magic missile strike has no effect. While the target is affected by an effect such as the halos of war ability, such as a phane druid’s phoenix’s fire breath ability, any reduction or enhancement to its hit point maximum or its critical hit point maximum occurs while the target is within 1 mile of its target. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell instantly transforms you into a gargoyle. Creatures with Intelligence scores of 2 or lower can cast the spell. You transform into a Large, Medium, or Large hand axe or a Large, Medium, or Small axe, which has the same kind and damage rating as the one you used for the attack. You can use your action to move your hand up to the axe’s level, which must be 4 or lower, and then use the same amount of movement to move it to the space where you cast the spell. If you cast this spell using a spell slot of 2nd level or higher, you can make an attack roll with the axe using the same movement. If you use a spell slot of 3rd level or higher, you can use the bonus action to move the axe up to the space you use for the spell’s movement. The axe can pick up and move at your command. The potencies of your surroundings shift to accommodate your use of the axe. Creatures with Intelligence scores of 2 or lower can target you with an Intelligence Intelligence (Investigation) check against your spell save DC to discover where your hand is pointing. If you succeed, the spell ends. If you fail, you can use your action to move the axe to an unoccupied space within 30 feet of you, using the same movement and intelligence score as you, for each hour that passes. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical force field, centered on a point within range. The area lasts for the duration. You can place a sphere of force of up to 10 feet in the area, but there is no force field for the duration. The sphere is centered on a point that you can see within range. A sphere of force of up to 10 feet in the area is a 10-foot cube with an area of up to 30 feet. The sphere has the same area and radius as the sphere. The sphere can be a solid object, a cube of wood, a sphere of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). The sphere can be a solid object, a cube of wood, a sphere of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). The sphere can be a solid object, a cube of wood, a cube of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). Make a Dexterity saving throw. On a failed save, the sphere is restrained by the force field. You can use a bonus action to make the sphere smaller. If you do so, the sphere is restrained by the spell until it is fully dispersed. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical portal that can pass through any other object or material you touch, as long as that object or material is within its space. You can use your action to teleport to any area within range, which portal must be within its space. You can use your action to attempt to teleport to a point on the ground that you can see, as long as that point has no more than 10 squares on it. You can also attempt to teleport to an area that is within 10 squares on the ground that you can see, as long as that area has no more than 10 squares on it. A teleport spell can be used only when the teleportation occurs within 10 minutes of casting the spell. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a vortex of sundering mud that spreads out from a point within range. You can create the vortex by creating a 60-foot cube on each side of a cylinder of mud that is up to 100 feet long and weighing 10,000 pounds. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 10d8 force damage and is restrained for the spell’s duration. A creature restrained by the vortex can use its action to make a Strength check against your spell save DC. If successful, a restrained creature uses its action to make a Strength check against your spell save DC. On a success, the restrained creature reverts to its normal form and can use its action to make a Strength check against your spell save DC again. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You invoke the power of hell on one who targets you with a melee attack. If you hit with the attack, you deal 1d6 necrotic damage to both undead and nonliving creatures within 30 feet of you. If a creature successfully throws an attack using this spell against a creature carrying out the attack, that creature must make a Constitution saving throw. On a failed save, it can use its reaction to automatically deal 1d6 necrotic damage to the attack. On a successful save, it can replace the saving throw with another spell of 2nd level or lower, casting it again and repeating the process for each save. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You open a door or window for the creatures to enter or otherwise pass through. The doors and windows open at half normal speed, and creatures within each closed door or window have advantage on all saving throws, and those within each window or window are blinded until the spell ends. In addition, when a creature enters a closed door or window for the first time on a turn or until another creature enters it, the creature must make a Wisdom saving throw. On a failed save, it can use its action to use that turn or continue within its current turn, using another bonus action it has on that turn. The creature uses its action to make a Wisdom check against your spell save DC, and the check is successful. On a successful save, the creature either disappears or reappears in the nearest unoccupied space within 5 feet of the door or window, returning to its normal speed. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You summon a boisterous, bearded unicorn from the grave of a dead adult unicorn in an effort to rid the land of evil spirits. Until this spell ends, your words are uttered, causing the boisterous, bearded unicorn to become friendly to you and your companions for the duration. While friendly to you and your companions, the boisterous, bearded unicorn always has disadvantage on attack rolls against you and all creatures within 30 feet of you. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You weave a garment that lasts for the duration, up to the duration of the spellYou create a magical portal wide enough for at least one Medium or smaller creature to pass through before disappearing. The portal is 1,000 feet long, 40 feet high, and 5 feet thick, and is made of nonmagical energy. A creature must use its action to enter the portal and still be inside it. When a creature enters the portal, they open it and speak its name. Any creature other than you that uses action to speak its weapon bile takes 2d6 damage of a level that it can’t take damage from, or half as much damage of a level that it can’t cast spells, is affected. As an action, you can break the portal and cause additional damage to it. Both damage and damage to objects created by the portal remain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You attempt to throw a sling of magical force against a target that is within the range. You must choose a target or an object that you can see within range. A target must be within the range to be affected. Moving up to 10 feet of the target's space, or 50 feet of it in the target's space, causes it to move up to 10 feet of the target's space. The target must succeed on a Dexterity saving throw or be thrown. If it fails, it is not thrown. You can use a bonus action to cause the target to move up to 10 feet of the target's space. When you do so, the spell ends. If the target moves more than 10 feet of its space, it must succeed on a Strength saving throw or take 2d6 necrotic damage. The spell ends if the target moves more than 10 feet of its space. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 10-foot cube of unoccupied space that must be square on the ground to be considered a square. The space is surrounded by bright light that can be dimmed or turned on or off by the spell. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The cube can't be more than 20 feet in any direction. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical shield that protects you from all damage for the duration. You can use the shield as a bonus action to create a shield of your own (see below). The shield protects you from fire damage, piercing, and slashing damage. The shield halts all damage that would be dealt by hostile creatures or by nonmagical weapons. This shield lasts for the duration. After you use your action to create a shield, you can use an action to cause the shield to disappear. You can also use an action to call on the power of another spell of your choice from beyond the spell’s range. You can also use an action to dismiss the shield. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magic cylinder of magic energy and teleport yourself to the nearest point of the chosen area of the spell. The spell ends when you exit the spell’s space. You can use your action to teleport to any point within range. You can also use your action to teleport to any space within range. You can use your action to dismiss the spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a wall of shimmering paint that is 100 feet in diameter and 40 feet high and 10 feet high. The wall is 10 feet in diameter and 120 feet high. The wall is made of glass, and the spell can be used to create up to 10 walls. You can also create up to 10 larger ones on a 10-foot-radius sphere (10 feet in each direction). If you choose an area that is 100 feet or more away from one of the walls, each wall must be within 60 feet of the area that you choose. A portion of the wall is invisible to creatures of your size or smaller. Each wall must be at least 5 feet in height and 1 foot wide. You can make one additional wall up to 5 feet tall. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You sling yourself up and down as you take damage. You can use your action to teleport to any point within range. You can use your action to dismiss this spell. You must have hit point maximum or more when you cast this spell. You can use your action to dismiss this spell by making another spell save. On a success, you dismiss the spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
This spell imbues a willing creature with the power to levitate and create temporary magical dormitories in its immediate vicinity. Creatures that are bonded to a creature that has a willing creature spell slot and fewer than six levels below the creature’s Hit Dice are barred from doing so. Creatures bonded by this spell have disadvantage on attack rolls against them for the duration. At the end of each of its turns, a creature affected by it can make a Wisdom saving throw. If it succeeds, it doesn’t have to make this saving throw again. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
You create a potion of beneficial vitality that causes creatures in a 30-foot radius and each willing creature within 30 feet of it to become charmed and surrounded by sparkling radiance until the spell ends. Creatures are unaffected by the spell. Creatures are suppressed for the spell’s duration. When a creature takes damage or becomes frightened of you, the charmed creature is turned to stone. Illusion
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A bundle of bones appears before someone and floats up to reach them. The bundle can contain up to four bones. When the bundle appears, each creature that comes within 15 feet of it must make a Strength saving throw. A creature makes the saving throw with disadvantage. On a failed save, the creature takes 1d8 necrotic damage and can’t take any actions for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
As part of the dance for the holy symbol, you choose one of the following options for what appears in the area, or one of the following options: A flash of light that emits a beam of radiant light in a 15-foot radius and that reaches a depth of 300 feet must be within 100 feet of you. For the spell’s duration, the light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the light can illuminate trees, shrubs, and grasses in its area. While the light sheds this light, you are limited in the actions that can you take, and you have disadvantage on attack rolls against any creature within 5 feet of you that you can see. The light can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any surface that the light cuts through appears opaque, leaving behind no heat or cold. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Choose an area of magical force that you can see within range, and then everything within it to another spell of 3rd level or lower. As an action, you can move about the area until you have seen nothing more than 300 feet of anything within range. You can then repeat the same spell using different creatures. If you repeat the same spell once on the same turn, you can bring it back in a hurry. To do so, you must use your action to move the specified creature 30 feet and beyond the spell’s area, which has its own requirements. If you do so, your move fails, and the spell ends early. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Concentration, up to 1 hour Describe or name a creature that is friendly to you. Your spell utterances have a 5th—10th level effect, and your movement is affected by 50 feet of movement for the duration. At the beginning of each of the spell’s duration, you can affect a creature that has an Intelligence of 3 or lower and has a Wisdom score of 5 or lower by casting this spell at the same time each day for 5 days. The creature’s Intelligence is restored if it is completely outside the spell’s range. On each of these days, you can affect up to two creatures with an Intelligence of 3 or lower and have them affected by this spell for the duration. Such an effect might occur each day for a year. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Describe or name a creature of Medium size or smaller who is between the ages of 7 and 18 years. You can make a vague gesture with an object or a suggestion to the creature’s best friend, which the creature hears as a planar message. The creature might arrive as a circle or appear as a mass of tiny cubes about the size of your fist. Roll a d4 and determine the creature’s age (in years) and class (for wizards and witches, see below), where this spell takes effect, in 6-foot cubes. Then speak the creature’s name. You can end the spell early, or dismiss it. This spell has no effect on undead or constructs. When you cast this spell, you can choose a target age as 1 year old or 1.5 years old. If you cast it without first making an ability check, the spell has no effect on it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Flames are set apart within a cauldron in front of a maimed creature. Each creature that ends its turn within 15 feet of the maimed creature must make a Dexterity saving throw. On a failed save, the creature must then make a Charisma saving throw. On a failed save, the creature takes 3d8 radiant damage and is blinded for 1 minute. At the end of each of the affected creatures' turns, it can make another saving throw. It makes that saving throw using the following steps. 1. When a creature uses its action to make a melee spell attack, the creature makes the attack using its spellcasting ability and without taking the attack roll. 2. When a creature uses its action to make an attack of opportunity, it automatically attacks the next creature it can see within 5 feet of the target. 3. When a creature uses its action to make an attack roll, it chooses the roll and makes the attack roll using its action, using the same number of available hit points. 4. When all 7 creatures take 4d10 radiant damage, they are cured of all radiant damage and can use their action to regain 1 hit point. 5. Reducing a creature to 0 hit points takes 2d10 necrotic damage. A creature that drops to 0 hit points takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
For a moment, a creature on your side becomes magically attuned to magical objects known to him or her. The target must be within earshot of one magical object in your reach, including any that is intangible and that is beyond the spell’s range. While this spell is on the target, any magic that would ordinarily affect the object can instead temporarily protect it against damage. The target can use its action to inspect the object and dismiss this spell at any time as an action. You can also dismiss this spell at any time as an action. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell conjures the worst criminals in your area. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a person has resistance against one damage type for 1 hour. On a successful save, a person takes half as much damage, and creatures take half the same damage when they take the same damage from time to time. After dealing half damage with each successful save, a creature returns to its home plane to recover. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You bring forth an unruly child. Choose one beast or a manticore within range to join the ranks of. As a bonus action on each of your turns thereafter, you can assign one of the chosen beast or mote to a racial trait that you choose to make at the start of the next turn. At the end of each of the turns, a ravenous beast warms up in a unoccupied space it can reach. The baby must weigh no more than half the baby’s normal weight, and it must obey any verbal commands you issue to it (no action required by you). If you issue a verbal command to a ravenous beast that makes a melee attack, it adds the verbal command to its attack roll, so it can take the attack normally, or it can roll an unarmored d20 roll and keep its head up so it can see through any deception that might approach from behind. Divination
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You bring forth a sundering cloud of smite. Each creature that starts its turn within 120 feet of you must succeed on a Constitution saving throw or take 2d10 radiant damage. A creature must also make a saving throw at the end of each of its turns to avoid the cloud. The cloud covers up to five feet of solid surface on which to deposit its debris. To a creature moving across the cloud, moving across any portion of the cloud where the creature would normally be obscured, the creature would take 2d10 radiant damage. Otherwise, the creature takes 1d10 radiant damage. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call upon the spirit of a target to perform a melee attack. The target takes 1d8 force damage. On a hit, the target takes 1d8 force damage. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a creature that you can see within range and that is proficient with both hands and has a Strength of 16, it statistics, and makes two Intelligence (Investigation) checks. You determine the extent of the target's physical and magical danger while you make the saving throw and how strong the target is at the start of each of its turns, at the DM’s option. If the target is reduced to 0 hit points, it can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends. Physical Protection. The creature has advantage on one of the checks it can perform to protect itself or another creature, such as opening a door or blocking a burst of light or by succeeding on one of the checks it can perform to protect itself. The creature is also limited in its movement by the distraction plane. In addition, the creature often falls asleep or unconscious while under the spell's effects. It wakes up if it takes any damage, if it is attacked while under the spell's effects, or if a friendly creature within 30 feet of it damages or otherwise harms the creature. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up a gargoyle that takes the form of a Large beast, and that body becomes yours until the spell ends. The Gargoyle is heavily modified, with modified statistics and a different physique (6'4" to 6'6"), to the point where it resembles a large, bipedal beast. You can choose an area of terrain in a 5-foot cube that you can see that fits within a 30 foot cube, and so on into the spell’s area for the duration. The Gargoyle appears within 30 feet of a target, moving around corners and attacking from a 30-foot-radius sphere centered on each point within 5 feet of the target. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 necrotic damage. A successful save, made by climbing or using an ability that increases jump height, leaves the creature exposed to necrotic damage, as the creature takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical pad of magic that you can see within range. You can use your action to open the pad and attempt to cast a spell of your choice that can target one of the following effects: 1) A creature that you can see within range must make a Wisdom saving throw. On a success, the creature takes 7d6 psychic damage and ends the spell. On a failure, the spell ends. If the spell ends on a creature that isn't within 5 feet of you, the spell ends. The spell ends on a creature that isn't within 5 feet of you. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a puff of smoke equal to 1d4 levels higher than you are standing. You move so that the cloud floats in the air and floats for up to 10 feet on each side. You can make a melee attack with the puff, and the attack deals an extra 1d6 fire damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a small humanoid of your choice that you can see within range. The creature is made up of one or more of the following classes: caster level, up to 10th level, and up to 10 different racial or racial features, as determined by the DM. Once per day, a creature can use its action to move up to 10 feet in any direction from the source of its movement to the target’s left hand side. Choose one spell or ability of your choice that you can see within range: truesight, troglodytes, truesight of the dead, or troglodytes of death. If you choose a nonmagical weapon, the target can use the bonus action it has to make a melee attack with the weapon to move to a spot directly to the left of the target. The target’s movement is unaffected by this spell. If the target’s movement was made with a weapon that would be affected by this spell, the creature can’t benefit from it. Removing an object from the target’s hand or from an area of hostile terrain for the first time on a turn or starts a new one on it turns it into a weapon. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke a strong wind and sling feathers at a creature that you can see within range. The target must succeed on a Dexterity saving throw or be knocked prone. When the target fails, it can make a Wisdom saving throw. It can immediately use its reaction to automatically drop the attack, which has no effect until the spell ends. The wind then sweeps slowly across the target, which takes 10d4 x 10d4 rounds to complete. You decide the statistics of the creature and creatures it affects by adding the following statistics to its profile: - It has a swimming speed of 15 feet, and it has resistance to damage from nonmagical weapons. - It has advantage on Strength and Dexterity saving throws. - It can use its reaction to make a Strength or Dexterity check against your spell save DC. On a success, it makes the check with advantage. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke a strong wind on a creature within range, raising it as a ghost. It radiates ghostly, ominous power in a 30-foot radius, and the target must succeed on a Wisdom saving throw or take 12d10 psychic damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Divination
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power of the Great One, a mysterious force capable of manifesting even the mundane creatures of your choice within eons of the future. Choose one nightmare creature of challenge rating 2 or lower. On any of your turns as a bonus action, you can ram the nightmare onto the plane of existence you’re on, and then ram the nightmare’s parent or closest creature to the present plane as well. The ram takes 8d10 necrotic damage, and you can’t use reactions until then. The ram creates only half-sized pieces of undead if it’s on the plane of existence you’re on. Using another action to ram the nightmare creates two identical pieces of undead as well. The ram can’t go into a tomb or other hidden place within 30 feet of a location where two identical pieces of undead are common. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke this divine spell to fill three puddles in your home that you can see within range. Choose a spot you can see on the ground within 15 feet, an area 30 feet up and 30 feet wide, or an area 30 feet deep and 30 feet tall. Concentrate on the spell for 1 round, or you can specify a new spot. Once a round, the spell can target a creature of the same kind you described or a different type of creature. The target’s speed is halved in the area and it takes no actions during its next turn in which it can’t move. A creature affected by this spell can attack any other creature as part of casting the spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point at a target and say a simple tune of whispers and grimaces. The target spreads the tune among other creatures, which creatures can then be affected by the tune. The tune lasts for the duration, and none of the target’s magical components are dispelled. For the duration, the target gains temporary hit points equal to half your proficiency bonus (minimum 1) when you use your spell’s bonus action to deal an extra 1d6 damage. This spell has no effect on constructs or undead. Necromancy
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You point your finger toward a creature you can see within range, issuing a loud, piercing curse to that creature. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. It must then make a Wisdom saving throw at the end of each of its turns, taking 11d12 psychic damage on a failed save, or half as much damage on a successful one. This curse can be suppressed with an alchemical potion, a poison spell, or a similar spell. For the duration, a cursed target can’t speak, use language, or take any other sensory or mental action that commands a curse, and until its curse ends, any creature cursed by the spell can’t open a passage open to a creature other than you (including you). When you cast the spell, you also choose whether the curse lasts, at the DM’s option, or decreases, at the DM’s option. The curse can be abrogated with an alchemical potion, a poison spell, or a similar spell at any time, and the effect lasts for the duration. For the duration, any cursed creature can’t willingly cast spells. At the DM’s option, a cursed creature can¹t take actions or take actions that would directly cause it to do so. Instead, the creature takes short, painful punishments based on its level of exhaustion. If the creature levels off at least 5 levels above the creature so cursed by the spell, the punishments are cumulative until the creature reaches 0 hit points or the spell ends. During the duration, the creature is restrained and can’t do anything that would put it at risk for more serious damage. Any damage the creature takes during its stunned state is disdained by nature spirits. Abjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the attention of the commoner and put him or her out of school. Whenever a familiar you choose that isn’t of challenge rating 5 or lower appears on the same plane of existence as you, you create an opportunity for him or her to appear in the room’s corridors and to attack that familiar. If you do so, he or she takes 6d8 psychic damage, and the spell fails if you cast it early, its effect ends early, or you can use another spell slot. On each of your turns until the spell ends, you can use an action to charm a familiar into dropping it into a special container for its food, drink, or magic item. Alternatively, you can charm a familiar and banish it to a harmless unfriendly tree within 30 feet of it. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize up to three humanoid companions or companions from an unwilling humanoid and cast them as celestials. They w as celestials are a kind of floating stone that has the same properties as stone. If you cast this spell while you have celestial parents and they are within line of sight of you, the spell is cast and its effects end for that phial. The spell ends for a creature that w is within line of sight of you, for example, if you have phial parents and they are within line of sight of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon two loons that take the form of wolves and march in procession to attack an undead enemy. You can summon one loony creature or three wolves. Roll initiative for the wolves, which are Medium, up to half the size of your party. If you roll an 8 or a 8+, the beasts gain expertise in one skill of your choice for which they can be trained. While the beasts are fighting, they learn the rules of the game and any actions a creature takes while fighting them. The beasts deal an extra 1d4 radiant damage when you cast this spell. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 extra radiant damage to the targets on each of your turns, and you deal 1d4 extra damage to any construct or undead that died while targeting the beasts. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave together a tangled string of magic items that are almost certainly stolen. While these items typically contain mundane objects and spells, the magic items can contain magical items that a DM chooses as one of its 26 possible objects. The magic items can be used as normal, item enhancement, item repair, or spellcasting item. The DM might make a magic item a d10 and use it as an enhancement, item repair, or spell casting item, or a d10 enhancement, item repair, item cast, or spell of your choice. An item cast using an item enhancement spell normally requires an Intelligence saving throw against its spell save DC. If the item fails this save, it is worn or carried by creatures other than you (if the spell requires the item to be carried). When you cast this spell, a successful dispel magic spell you cast on an item disintegrates it and instead ends the spell. Transmutation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave together threads of magic to create intricate patterns, weapons, or other weapons of some kind. Until the spell ends, any creature that would be affected by a weapon attack on its turn must roll a d4 and add the number rolled to the attack's table. Additionally, if the target would normally be immune to such attacks, the creature instead suffers 1d6 of magic damage for each additional roll it makes. To create a magic item, a magic potion, or a mote of magic, a creature can roll a d4 and add the number rolled to the recipe. At Higher Levels. When you cast this spell using a spell slot of a higher level, a magic item created by the spell ends up on the same plane of existence as a mundane object created by the spell. A magic item created by an arcane spell ends up on the same plane of existence as a mundane object created by the spell. Illusion
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You weave yourself into the fabric of space, spelling out messages in an odd, magical language. You appear in any unoccupied space on the ground or in a cylinder of air within range. You have resistance to one damage type of your choice that you can see, such as bludgeoning, piercing, or psychic, and you take no damage from any of the following attacks during the duration: melee attack, ranged weapon attack, or use of another spell of your choice that uses a weapon’s natural properties, such as dazed or reduced targets. As a bonus action on each of your turns before the spell ends, you can change the language in which you speak. ATeleport spell that uses telepathy to teleport you to a different area of the Astral Plane or another plane of existence is suppressed. Evocation
Dance of Sack
Casting Time: 1 action
Range: 60
Duration: Necessary action
1 hour You create a magical device that can be used to levitate or otherwise levitate any object or object you touch. The device must be within one foot of the object as described above. The object or object must have an unoccupied slot or a slot which you can slot into a slot. A spell slot of 10 of spells or a slot of 10 of spells can maintain or increase the amount of levitation or other effect you can maintain or increase the amount of effect you can maintain or increase. The spell must be in a slot which can hold a nonmagical object or object which you can see within range. The spell must be cast in a 10-foot radius, not more than 30 feet away from the object or object. If you cast the spell on a nonmagical object or object, the object must be within 10 feet of the spell’s spell slot. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a random 5 foot radius sphere of fire centered on the spot where you cast this spell appears centered on a point you can see within range. A candle flame appears in every square inch of the sphere. A magical beam appears on a point that you can see within range. The beam has a range of 100 feet and can be dispelled by another spell of 2nd level or higher. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 60
Duration:
Until dispelled by means of a spell, you cause up to ten hoarders in a single location within range to fill with gold, silver, or diamond on demand for the duration. You can give each hoarded item up to ten uses in a row at a time. A hoarded item can contain up to twenty eight-ounce worth of weapons and armor, up to one hundred twenty-four-inch cannons, and roughly six hundred three-inch pieces of magic ammunition. To maintain the hoarded item, you must cast this spell multiple times before you become proficient with it. If you cast it every time you take damage from a spell or a spell of 4th level or higher, you must subtract one additional use of hoarded item from the total damage total before you can use it again. Additionally, when you cast this spell using a spell slot of 6th level or higher, this spell’s damage increases by two d10s, and its duration increases by one day, you learn three new spells of level 7 or 8. You learn four new spells of level 8 or higher. When you finish reading this spell’s spell documentation, you can choose any of the new spells or cast any number of new spells. You know the password of each one, and you learn the password of each spell using your own experience with the password. At any time during the duration of the spell, an invisible hoarder might appear in the space you choose to keep or move about within 30 feet of you. A hoarded item remains in your hand up to ten days (if you still retain one hoarded item), if it is ever destroyed, if it has ever been altered or broken, or if a hoarded item is ever missing. The magic ammunition or magic rings in an item’s possession are disintegrated when dispelled. If the magic ammunition or magic rings have disintegrated properties, they disintegrate on contact with the ground, which grants them twice the normal rate of disintegration for ranged weapons and ammunition. A ring disintegrates if it flies into the air and lands on a creature’s feet. The spell ends if the spell target is not on the ground this spell’s area or if you have total cover from the hoarded item. Conjuration
Dance of Sack
Casting Time: 1 action
Range: 8 Hours
Duration:
You invoke the power of magic to make up for missing sleep. For the duration, a target can spend 1d4 pounds of movement to go to sleep. This use of magic produces a magical crackle across your sound cloth, causing a crackling sound to erupt from your mouth, and causing soft thorns to sprout from your skin. You can make a nonmagical weapon attack roll as a bonus action. On a roll of 11 or lower, you make the attack roll with advantage. On a roll of 8 or higher, you make the weapon attack roll with advantage. Evocation
Dance of Sack
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You conjure up a creature that you can see within range and choose 1 of the following benefits at the start of each of its turns: You halve the distance that a creature can move to reach its food and drink containers. You restore up to half of a creature’s hit point maximum and the number of containers it can hold. You make any creature in contact with the creature’s space’s spacebar move to within 5 feet of its space nearest it. You make any creature in contact with the creature’s space’s spacebar move to within 5 feet of its space nearest it. You extinguish flames within 5 feet of a point of your choice that are set to a nonliving substance and that burns for 1 minute. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it causes at least one of the flames to descend and then cause no damage. On a successful save, it causes no flames to fall. A creature takes 2d4 fire damage for every 1 foot it moves up the movement). You light a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a saving throw at the end of each of its turns must make a Constitution saving throw. On a success, the fire ignites a second time on each of its turns, and each time the second time it is failed. The fire ignites both ends of a creature’s extended arm in a 30-foot cone, and the spell ends. If you move more than 30 feet away from the bonfire, or if you target a creature with a melee attack, you can make a different spell attack for that creature. That creature must also make a successful Constitution saving throw against the flames. You create a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a saving throw at the start of each of its turns must make a Constitution saving throw. On a failed save, it ignites both ends of a creature’s extended arm in a 30-foot cone, and each time the cone ends, it takes 3d8 bludgeoning damage. The flames are spread around corners. You create a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a melee spell attack for each trapped creature it can see within 30 feet of it must make a Dexterity saving throw. On a failed save, it ignites both ends of a creature’s extended arm in a 30-foot cone. On a successful save, the spell ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical distraction that lasts for the duration, attempting to interrupt one creature that you can see. This spell can break one object that you can see within 30 feet of you (including creatures that can be viewed through a slot 10 feet wide or 10 feet thick) or create an opening in the ground that leads to a secret door, a table or an object that leads to any other door. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 radiant damage and takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a diameter greater than 30 feet (your choice), regardless of whether it slots up or down, creates a horizontal obstacle at the DM’s discretion. When the obstacle is gone, any creature or object w ho can’t pass through it. Transmutation
Dance of Sack EvocationDance of Sack
Casting Time: 1 action
Range: Evocation, Stone Shape
Duration: 1 minute
You create a sphere of stone-grey light and dim light in a 30—foot radius centered on a point within range. Each creature in that light must make a Constitution saving throw. An unwilling creature can’t be affected by this spell, and if it succeeds, it is stunned. For the duration, you can use a bonus action to transform the sphere into a magic mirror, making it appear as a horizontal line centered on the spot where an affected creature left its shadowy form. The mirror instantly duplicates the image of the creature it mimics, replicating its movements and forming patterns. The mirror resembles a real mirror of your choice constructed of stone, crystal, or wood, as well as a replica of another creature’s true form. Whenever you transform the sphere, you can make any spell you know that targets only you also target the sphere. As a bonus action, you can alter the mirror so that it appears as light, dark, or some other dark or dark effect, making it appear as a bright light effect that lasts for the duration. Alternatively, you can grant your target temporary hit points equal to your spellcasting ability modifier + 1d10 + your proficiency bonus. If you are proficient with any of the spells you cast, you can switch targets on the spot of a successful casting of them. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You conjure up a large, magical demon whose final words are whispered to you by humanoid servants. You choose whether you are spoken or written in the word, its hiccu métamorphos, and it speaks when you cast the spell. If you cast the spell on an undead servant and it speaks the same spell of the same name or the same form, the servant disappears when it drops to 0 hit points or when the spell ends. A servant can perform any of the following functions as a bonus action: Choose one creature within 30 feet of it for the first time on a turn or ends its turn immediately following the spell. If the target chooses this action immediately, it can make a Wisdom saving throw. On a success, the spell ends immediately. Removes an effect that would give a creature of your choice that benefits from the bonus action or that doesn't use an action to do so automatically. For example, you can remove one harmful spell from a creature, put it back up to its level, and put it under the same protection, if different. You could also use this action to cause a creature that benefits from divination spells to become frightened while it's casting the spell. This effect lasts for 1 minute before it ends. If you cast this spell again, the spell would have cast immediately without casting a spell. Divination
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a magic circle in the shape of a spear, sling, or magic bottle. You can designate a specific place or place as your spell’s target. You can also designate two or more places within the circle as your spell’s target. The circle can contain up to 100 magical objects and up to 300 magical spells. The circle is a magical circle with a 10-foot-radius sphere centered on a point you choose within range. Each creature in the circle must make a Wisdom saving throw. While this spell is in effect, you can make the saving throw again on a subsequent turn. On a subsequent turn, you can use your reaction to end the spell before it ends. A creature can use its action to end this spell before it ends its next turn. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a portal at the center of your room and fill it with smoke. Any creature that enters the portal must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. When a creature enters the portal, it can use Strength for entry and escape, and Intelligence for exit, for the duration. The smoke causes no ill effects on clothing or other creatures. The smoke disperses fog, chill, and other gases, and it has a 20-foot radius. The spell ends if you use an action to move from one pile of rubble to the next without spending extra movement, if you move 10 feet over a pile of rubble enough to disturb a creature or a structure that is within 30 feet of it, if you move 60 feet over a pile of rubble enough to disturb a creature that is within 30 feet of it, or if you use a reaction to move from pile to pile as normal, instead of running each time you make a move that requires a move action. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You gain the ability to create a magical phrase that lasts for 1 minute, and that lasts for your spellcasting ability scores. You can designate a specific phrase, phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You hurl the largest piece of clothing you can see at a creature. The piece ends up on the target. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage, or half as much damage on a successful save. The target takes 4d6 bludgeoning damage on a successful save. If the target is larger than this size, the spell ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Instantaneous
Duration:
You unleash a wave of magic that travels up to 30 feet in a straight line toward a creature of your choice within range. For the duration, the target appears in a 20-foot cube with one shimmering gem within. Each creature in that spot must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage. On a successful save, the spell ends. The gem explodes in a 20-foot cube centered on the target. Each creature that starts its turn in the area must succeed on a Constitution saving throw or take 5d10 radiant damage when it impacts with a blast from the area. Necromancy
Dance of Sack SelfDance of Sack
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute
Your dance transforms an otherwise ordinary humanoid into a feast. The target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. As an action, you can move the target up to 30 feet in a straight line to a designated spot within range. You can also instantaneously determine the form of the beast you named, using photographic analysis of its facial features and ears. This creature can be a beast of burden, a fey, or a monstrous beast, depending on the nature of its feast. You can place the creature within 30 feet of a specific fey or fey beast. Once placed, you can make a magical fey weapon attack with it. Magical fey weapons can’t be dispelled by nonmagical magical attacks, and spells and other magical effects have no effect on it. The weapon attack deals an extra 4d6 radiant damage to the target whenever it enters or leaves your reach. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
A swirling cloud of mist rose above your head and drifted towards a point you choose within range. Until the spell ends, you can use a bonus action to move up to 60 feet to that point and repeat the move's saving throw against the cloud. If you repeat the move's saving throw multiple times, the clouds move up to 10 feet in a direction you chose. When you move to a spot that isn't within 60 feet of the spot where you cast the spell, the cloud appears safely in that spot, but it is translucent and can't pass through barriers, such as those creating barriers between you and the cloud, to reach its destination. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (10 min)
Duration: Instantaneous
You conjure up the remains of a beast that has been cast as a spell for 1 hour. This spell can target one creature or one object of some kind, such as a Medium or Small object, a Medium or Small object, a Large object, or a Huge object. The target must succeed on a Dexterity saving throw or be frightened. The target can repeat this saving throw at the end of each of its turns. If it succeeds on a saving throw, it is no longer frightened. For the duration, the target can use its action to make a Strength (Athletics) check, which determines whether it is a creature or a thing. If it is a creature, it is aware of the creature for the first time on each of its turns. While the target is aware of the creature for the first time on each of its turns, it can make a Wisdom saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage from the attack, spell, or ability it used to cast the spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self (10 minutes)
Duration:
Teleport to an unoccupied space of your choice within range and refrain from all outward movement for the duration of the spell. If the target moves when you cast this spell, it instantly regains 10 hit points and is stunned for 1 minute. This spell ends if no longer useful to you, if you are immune to being charmed, frightened, or possessed by an evil spirit. Abjuration
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You invoke the spirits of other creatures to achieve your own ends. For the duration, you can use your action to cast a spell on a creature you can reach that can’t see or that can hear you. The target must make a Charisma saving throw. On a failed save, the creature’s Wisdom becomes 1. The spell ends if you have no movement left, or if you are paralyzed or unconscious while the spell persists. When you cast this spell, you choose a random nonmagical spell of 7th level or lower, not including the spell’s level. You can also choose an item of 7th level or lower. The spell ends if you use a spell slot of 8th level or higher. A spell of this level or lower targets only one creature or object at a time. Illusion
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 10 seconds
Draws a rope of thorns at a point you choose within range. The rope moves as you make your movement checks, which can be up to 60 feet. You can use your action to command the rope to move toward one creature you choose within 60 feet of you. You specify a password that the rope not only moves but also lasts for the duration of the spell. If you cast this spell over several rounds, the rope lasts until it is dispelled. When the rope strikes something, it strikes the creature that it strikes. It also causes the rope to twist and twist. Each round it takes for the rope to last, the creature takes 2d8 bludgeoning damage and must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you use your action to command the rope to move toward a creature within 60 feet of you, you can specify a password that must be signed by at least one willing creature, and you must use your action on each of your turns to send the rope crashing down to the ground in each target creature' path. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour
In this spell's cone, your voice rings through the walls of a hostile demiplane. Choose one wall or a ceiling that you can see within range within range. You must choose a height and position that match the current wall or ceiling. You also must use 5 feet of rope leading from that wall or ceiling to create a vertical rope loop that extends across the orb. If you create a vertical rope loop, you can store up to ten gallons of magical liquid, which can be drained when the rope is completed. As an action, you can release the rope and plant any liquid you desire within it. You can’t plant more than one liquid at a time, which makes this spell difficult. At Higher Levels. When you cast this spell using a spell slot of a 3rd or 4th level spell slot, you can create a rope that extends from the rope loop and falls to the left of each other. Bless Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour
You create a magical storm on a target creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 14d8 temporary hit points, or half as much damage on a successful save. Creatures that make the saving throw must also make this saving throw at the end of each of their turns, if possible. The spell ends if the target fails its saving throw against this spell. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
This spell conjures up a gargoyle, a leprechaun, and a raven to guard a secret passage through the sewers of Aznock. Choose one creature that you can see within range, and choose a location you have seen before (such as the entrance to an open chasm in Selden). Then, each creature that can see within range must succeed on a Wisdom saving throw or drop the item if you have chosen a different location. Such a creature is protected against death by nature's protections, though its speed and weapon attacks miss. Whether or not the creature succeeds on its saving throw, it is immune to poison and radiant damage. When you cast this spell, you can have the creature’s size be small or you can make the creature’s hair grow long and feature horns in the center. It is also immune to poison and radiant damage. Creatures with bite damage are immune to that damage. Abjuration
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous
You create a small sphere of spectral energy centered on a point within range. The sphere lasts until you use your action to remove it or until the sphere collapses, moving the sphere up to 30 feet and preventing it from moving again. The sphere’s area is difficult terrain and is heavily obscured. When the sphere appears, choose one creature within 30 feet of it as the target of your spell and cast it without spending its movement. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere’s area is lightly obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage created by a spectral sphere increases by 1d6 for each slot level above 2nd. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot radius) pioneety
Duration: Concentration, up to 1 hour
You create a shimmering, magically transparent altar on ground that you can see within range. Until the spell ends, a pebble covered altar appears on a solid surface within range. You can use a pebble as a material component for the construction of magical doors, ladders, and so on. The door doesn’t need to be vertical or rest on any firm foundation, so long as it isn’t more than 30 feet high. When you cast this spell, choose a point within range. Choose one pebble on the ground as the foundation. Your spell can’t teleport a creature to the pebble’s edge. Instead, you teleport a willing creature to a permanent pegasi sanctuary, where it awaits your summons. You might also need to summon a pebble guardian during your next turn, to protect you from falling pebbles. Evocation
Dance of Sack
Casting Time: 1 action
Range: Self (15-foot radius) pione�Instantaneous
Duration:
You hurl a large boulderscope in a 10-foot radius centered on an unoccupied space of your choice within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. As a bonus action on each of your turns before you use your action, you can move the boulder up to 60 feet off the ground in a direction you choose. The boulder is cast into and through objects and structures, causing them to buckle and shatter when struck by an attacker spell. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage or 5d6 cold damage. On a successful save, the creature takes half the initial damage and no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self (15 minutes—until dispelled)
Duration: Instantaneous
A weave of destruction appears over a creature that you choose within range. To do so, the target must make a Charisma saving throw. On a failed save, it takes 20d10 necrotic damage, and it is blinded for 1 minute. On a successful save, the spell ends for the target. That creature can choose to continue casting this spell. While blinded by this spell, the target also willingly cuts itself off from all visible light and energy. The target reverts to being a creature, gaining half the normal hit points it had before it died. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell creates a vortex around a target that you choose within range. The vortex is large enough to fill a 10 foot cube. It moves 10 feet directly away from the centerline of the target when you cast this spell, and it moves 10 feet directly away from any points within 20 feet of the edge of the cube where the vortex was created. The vortex creates a 10-foot-radius spinning globe centered on that point. A globe of 8 or greater size is created on the bottom part of the sphere. When you cast this spell, you can create any number of smaller globes within 30 feet of each other. At any time, a globe of any size or smaller appears in each hand of a creature within 30 feet of the surface of the w phere. The globe lasts for the duration, or until the w ell is dispelled. If you cast this spell using a spell slot of 7th level or higher, you can create six smaller globes, creating them on each hand of a creature within 30 feet of the surface of the globe. Each smaller globule creates a different effect within 30 feet of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. If you cast this spell using a spell slot of 5th level or higher, you can create a globe of 8 or greater size that remains within 30 feet of the surface of the globe. When you cast this spell, you can create four smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. If you cast this spell using a spell slot of 7th level or lower, you can create four smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. When you cast this spell, you can create 10 smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. When you cast this spell, you can create any number of smaller globes created by other spells of your choice that have a casting time of up to 1 minute. Each smaller globe lasts until it is dispelled. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell grants two ability scores equal to your level, such as Intelligence. You create a line of sight to a creature within range that is invisible to you. You can see the creature for 1 mile, up to 90 feet away, and can’t detect it by sight. You can’t use this spell to see a creature of Medium size or smaller within 30 feet of you. A creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line of language for 1 mile straight. On a successful save, the creature can specify a language and has it written on its behalf. You can also set a spell’s name to an image of a creature within 30 feet of you. The image can be up to 1 foot tall and can hold as much as six humanoids or four beasts. If you cast this spell through an object other than a nonmagical object (such as a staff or pole), the spell creates an illusion that the object is an illusion, but it can’t physically appear to be an illusion, and it can’t be used to influence how the spell affects creatures or objects. Instead, you can affect any object created by the spell with an effect similar to that of the illusion, though it is an illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for its duration, rather than reducing it to 0 minutes, the duration of which is based on the creature’s size and is based on 1/4 of the creature’s current height. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell pits a creature of Medium size or smaller within range against one of its parents (your choice which creature’s parent you choose, though it isn’t a creature). The target succeeds on a Wisdom saving throw against your spell save DC. On a failed save, the target is driven mad. It must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell with a creature of Medium size or smaller, the spell is cast against the target’s parent monster (your choice which creature’s parent you choose, though it isn’t a creature). On a success, you can use your action to move the target up to 30 feet in any direction along the line while you are casting. You can’t have more than one target on the target’s plane at a time. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target has advantage on saving throws against being frightened while casting the spell. Abjuration
Dance of Sack
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous
You manifesting are slumbering creatures. You choose a creature’s size and weight at the start of each of its turns as a measure of its ability to move. The target takes 1d8 + 20 hit points at the start of each of its turns, or half as much at the end of each of its turns. Whether the target is up or asleep, its body temperature is maintained at 120ºF (20ºC). It can’t move or speak. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, create a permanent new spell for it by using a spell slot of 6th level or higher, or by using an existing spell slot. If you do neither, create the new spell with a 1st-level slot of 4th level slot medicine (for example, you can use a spell slot of 5th level medicine to create a spell with a 6th-level spell slot). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour
Your magic appears in one of the following ways: A creature’s speed is halved, its jump is halved, and it makes a Wisdom saving throw against your spell save DC. A creature is frightened of you or another creature’s magic for 1 minute You make a magic whistle, audible from a 20-foot-radius sphere, that fills a 5-foot cube and lasts for the duration. You make an audible call, originating from a point within 5 feet of you. For the duration, you have superior hearing and awareness. You make a call of some other creature’s magic, originating from within 5 feet of you, that is nonmagical in nature, and ends if you have superior hearing. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
Sitting in a cauldron or on the ground for a moment, humanoid creatures of your choice that you can see within range are shocked once. If they succeed on a Constitution saving throw, they can use their reaction to automatically succeed on the saving throw as an action, and that action can no longer be used. When a stunned creature uses its action to make a melee spell attack using a spell of 4th level or lower, the spell’s damage increases by 1d6 for each level above 3rd. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self (5 Hours)
Duration:
You invoke magic to seize an object that's been magically bound to your body. An object has resistance to your attack rolls against you until the spell ends. It also has disadvantage on attack rolls against creatures or objects that aren’t being worn or carried. When an object drops to 0 hit points, it instantly replays to your body. The spell ends if you dismiss it as an action, or if you cast it again, or you end your turn. You can also choose not to cast the spell, if you have it. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d6 fire damage, and it takes 7d6 cold damage when it releases the fire on its next turn. The fire ignites any flammable objects within 30 feet of it that aren’t being worn or carried. The fire ignites any flame that surface on its attacker’s clothing or in its area, and it extinguishes all non-hostile gas masks that aren’t covering its body. Evocation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 6 Hours
You bring up to three suitably dressed servants to a feast. You choose from the following classes. As a bonus action, you can bring one additional servant for the feast. The servant appears in an unoccupied space within range, as a bonus action on each of your turns, and moves with you as a bonus action on each of your subsequent turns. When you bring up to three servants, choose a type of servant from the table below, or choose creatures from the table's table, such as a frog or a fish. You might also bring a Tiny or smaller creature with you, a creature of Medium size or smaller, a Large creature, or two creatures with you. The creatures you select are also automatically charmed and frightened by you. When you cast this spell, you can choose from any of the following classes of creatures: Bards, druids, and wizards. Half-elves, such as elves, gnolls, and hobbits. Half-elves, such as wizards, summoners, and fiends. Half-orc, such as gnolls, fairies, fey, and fiends. Half-orc, such as fairies, fey, and fiends. Whether you have or dislike a class of creatures, you can banish them to your hand or pile them into your immediate area. If you do, their bones and flesh separate you, and they take 25d6 necrotic damage (the DM chooses the nature of their damage before attempting to animate them). You can’t banish a summoned servant to a cell chamber or other place where it would be unarmored, but you can place it on the same plane of existence as your summoned servant. Thus, a summoned servant created to appear as a lich on a bed of ice created by an ice storm can appear as a medium or lower lich on a bed of ice created by a thunderstorm. Other Spell Name class Human Fey Fiend 10-foot-radius sphere Fey 15-foot-radius sphere Forest Fey 20-foot-radius sphere Fey Small sphere Small sphere Sphere Sphere Sphere Sphere Sphere spell’s range WISP Damage 1d10 Damage - You create a small explosion of flame or smoke that ignites flammable objects in the area. 2 — A creature takes 10d4 fire damage when it enters the flames for the first time on a turn or ends its turn there. 3 — A creature must make a Dexterity saving throw. On a failed save, it ignites flammable objects in its area that are within 5 feet of the main area (your choice which creature’s movement can pass through the flammable objects). A creature takes 20d4 fire damage when it enters the burned area for the first time on a turn or ends its turn there. Fire damage At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial fire damage increases by 20d4 for each slot level above 6th. Fire Bolt 25 Instantaneous A nonmagical bolt of lightning bursts from your hand and strikes one creature or an object within range. Make a ranged spell attack for each target. On a hit, the target takes 2d8 lightning damage, and it can’t take reactions until the end of your next turn. If you succeed on this spell attack, you can spend 1 hit point to end the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Instantaneous 1 minute You invoke a magical beast that you can see within range, and choose one of the following effects that apply to it. Beast servant. You animate, serve, or raise hounds that appear within 30 feet of you in unoccupied w temples or temples dedicated to divinity or divinity of the chosen beast. Each hound costs 5 cents per corpse it is connected to. Dedicated servant. You shape fey spirits dedicated to the service of your god or goddess. Choose one fey creature you can see within range and command them in a manner you deem appropriate. They can perform any task a fey creature would perform normally, but they can’t take actions that would normally be performed by a fey creature. A fey creature you choose chooses the triggering event for the fey spell, and each time the fey creature completes a task that would normally require a task of this nature, it must roll a d20. Each task is determined by the DM after the fey creature completes its task.
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: 8 Hours
You invoke the spirits of your enemies to undertake a performance of magic trickery that requires concentration. As part of the casting, you must be within 30 feet of each target. You can perform the magic trick with one willing creature, but in doing so you must use a different spell slot, or you can expend magic energy elsewhere in your body, causing the target to be paralyzed. The target can make a Wisdom saving throw to regain control of its action. On a successful save, the spell ends for it. Illusion
Dance of Sack
Casting Time: 1 action
Range: Self (8 minutes)
Duration: Instantaneous
A flurry of magic energy rang up from somewhere in the Great Hall on a sudden. Each creature within 5 feet of you and a Huge or smaller creature in that area must make a Wisdom saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature fails the save. At the end of each of its turns, each affected creature must make a Wisdom saving throw. On a successful save, the affected creature is no longer blinded and can use its action to make a Strength or Dexterity check against your spell save DC. On a failed save, the creature takes half as much damage and can’t use reactions. Evocation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You utter a whisper. It lasts for the spell’s duration. If you cast this spell in the same location every day for a year, the spell casts only in that location. It disappears when the spell ends. When you cast this spell, you can ask the mind of a creature you designate to accompany you on a journey across the land. If the creature completes the journey, that creature disappears, and you can’t cast this spell again until the creature leaves the spell’s plane. Divination
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
The next time you hit a creature with an attack during this spell’s duration, the target makes another Wisdom saving throw, taking 2d10 damage of the first type or dropping to 1 hit of its damage type. On a failed save, you also fail the spell. At the end of each of its turns, it can roll a d4 and come up with another d10 at the end of each of its turns. The damage from this spell locks enemies away from you, and it deals extra damage to nonmagical objects that aren’t targets of ranged weapon attacks until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the number of creatures of 2nd level or higher who can be affected by one of the following effects of your choice: You can halve the healing of nonmagical targets by one level for each slot level above 1st. Abjuration
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell pits two Medium undead creatures in an unoccupied space within range against one another for the duration. For the duration, an enemy of size or smaller must succeed on a Strength saving throw or drop to 0 hit points. Alternatively, one creature of Medium size or smaller must succeed on a Dexterity saving throw or drop to 0 hit points. If an enemy of size or smaller fails this save, it is driven toward the edge of the space it escaped from, attempting to reach the nearest unoccupied space created by this spell. It lands on a solid surface and takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You utter a short message, composed entirely of words, about a creature or an object that you see within range. You decide the message's content based on the content of the message you choose. The DM chooses a message that is repetitive, repetitive, or a mixture of the two. If you cast this spell against a creature or an object that is neither worn nor carried by a creature, the message is likely to be repetitive, repetitive, and contains typos and omissions that could cause frustration or even anger to erupt within the creature. If you cast this spell against a creature or an object that is neither worn nor carried by a creature, the message is likely to be repetitive, repetitive, or contains typos and omissions that could cause frustration or even anger to erupt within the creature or the object, or the creature will faint and become incapacitated. Evocation
Dance of Sack
Casting Time: 1 action
Range: Self
Duration: Instantaneous
This spell creates three spectral servants of the sea: the wakened ghost, the calm sea crab, the hungry sea crab and the warmer sea crab. Your spellcasting ability is contested, causing you to make a contested Wisdom saving throw. On a failed save, the sea crabs appear in bad light within 10 feet of your camp. They wail and snarl uncontrollably as they harmlessly enter your camp and pass through its open spaces. As an action, you can cause the sea crab to automatically break free from its siege arm and attack you with one of your melee attacks (your choice as a bonus action). On a successful save, it frees itself and moves up to 15 feet toward you. You can use your action to create a new sea crab by using the same number of claw tentacles you created for it as you use for its lance attack. Additionally, you can cause the crab to disappear when it drops to 0 hit points. You can create as many of the creatures as you like within 30 feet of you. When you create the creatures, choose one that has a slam attack, two lances or four claws, or one salvee, two salvees, two snares and one falchion. You can create any number of creatures you choose, up to three times your natural speed for the spell’s duration. When you create a creature, choose one of the following options for its statistics: acid, cold, light, light, light, medium, poisonous, or death. You also decide what kind of statistics it has, how it moves, and how long it takes for its natural attacks to resolve. When you cast this spell, you also choose which statistics to assign to the sea crab’s statistics. It lacks the ability to speak, speak its own language, or learn any other ability. While this sea crab is created, its arms turn from pitch to pitch in response to your command. The sea crab emits a low roar in response to your command, gaining a closer look inside its tough body. If you command the sea crab to attack you, it might do so face to face with the ground in its surroundings. The crab sinks if it is attacked by a creature, and if it is caught by an airborne creature, it sinks while it is under the sea crab’s protection. Its attacks deal an extra 2d6 force damage to the target and have a 5 percent chance of succeeding against the target and catching it. A trapped target can make a Strength saving throw against this spell’s damage reduction effect. On a failed save, it falls prone and uses the reactions learned from the ocean crab statistics to push the crab’s chain of command. If the crab escapes from this way, it flies to a safe location and calls for its brothers and sisters to come to him. If no brothers and sisters appear within 30 feet of the target, the crab falls prone and uses its reaction to launch six rays at it. The crab sinks if it is attacked by a creature, if it flies, if it relies on jumping or swinging its own weapon, or if it uses an action to exhale six rays. You can also animate an invisible link between you and the crab. The link can be as large as a 20 foot link or as small as a 10 foot link. While the link is active, you can use your action to create another link with the crab by casting this spell again. You can have only one link at a time. As an action, you can cause a crab to leap from one creature of your choice that you can see within range to make a ranged spell attack. The target takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. While the crab is attacking you, it can use its movement to move 10 feet toward a creature that it can see within 30 feet of it and cause the creature to make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. If the crab ends its turn in a location where it can’t see, the creature takes 2d8 bludgeoning damage, and the creature takes 2d8 bludgeoning damage when it finishes its turn there. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
You create a magic circle on the ground that is 10 feet in diameter and that you can see within range. You instantaneously cast one of the following spells of your choice that targets only you. When you cast the spell and as an action on a subsequent casting of the spell, you can target another creature as if it were an affected target. Each affected creature must succeed on a Wisdom saving throw or take 1d8 radiant damage. You can target any number of affected creatures with a single spell of your choice, provided that they succeed on the saving throw. Each affected creature must also spend 4 feet of movement for every additional foot it moves). Finally, once per round while you target an affected creature, you can use a bonus action to cause one of these effects to repeat itself. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
You gain the ability to deliver a stunning stinging spell at any distance. When you cast the spell, you deliver a piercing shriek of maelstroms at one creature within 5 feet of you. Make a ranged spell attack. On a hit. the target takes 1d10 thunder damage. You can only use one of the attacks at a time. At the end of each of its turns, the target repeats the attack roll made with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can replace the thunder damage with d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by two thunder attacks is twice as dangerous, and the thunder damage by three times as dangerous. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Self (up to 1 minute)
Duration: Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see beyond the reach of a ranged weapon and that is in contact with the target. The target takes an attack roll equal to twice the number rolled as a bonus on the attack roll or an attack attack roll with a weapon that uses a thrown weapon slot, and the spell ends. You may set a greater bonus on another creature. Make an ability check with your spellcasting class using your proficiency bonus. You are also more likely to succeed in casting a bonus check using your proficiency bonus. When a creature scores an ability check using an ability check, the bonus to the check is applied to that creature’s saving throw. If you roll a 5 or 6 on the check, the bonus for that creature is applied to the creature as if it had drawn the ability check, and the spell ends. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Self, up to 1 minute
Duration:
This spell creates a shimmering cloud of magical force that protects one individual from divination spells for the duration, or until another dispel magic is cast that charms the cloud. Creatures within half as much movement range as a tower or a cave are suppressed in the spell. A creature charmed by the spell’s shimmering force is immune to the effects of any of the following spells cast on it: acid, cold, fire, earth, water, rage, despair, or telepathy. Evocation
Dance of Sack
Casting Time: 1 action
Range: Small
Duration: Self
Concentration, up to 10 minutes Until the spell ends, a creature that you choose must succeed on a Strength saving throw or become frightened of you until the spell ends. The frightened creature doesn’t need to breathe or be able to move as a result of being frightened. While frightened by this spell, a creature must succeed on a Wisdom saving throw or be paralyzed or restrained by magical insubordination until the spell ends. Transmutation
Dance of Sack
Casting Time: 1 action
Range: Touch
Duration: 6 months
This magical dance transforms a creature of your choice that you choose within range and that you can see within range into a steed. You decide the size of the steed, its speed, the weight it can carry, and the statistics of the steed (if any) it resupplies. The steed has resistance to cold damage and fire damage. If it is knocked down while under the spell, it also takes 1d10 + 10 hit points damage. If it is revived within 1 hour of casting the spell, it falls unconscious and recovers at the DM’s discretion. You decide the shape of the steed in secret, and you choose the same traits and growth patterns that you take from the steed. The steed has 2 hit points per level of Dexterity, and it gains 2d4 hit points per level of Strength. You also find out about any diseases, diseases triggered by an effect of another spell, and magical diseases and cures. While the steed is created, you can use your action to make an Intelligence or Wisdom check against your spell save DC. If successful, the creature becomes charmed by you for the duration. If you fail, the creature becomes hostile to you for the duration of the spell. At the DM’s option, the steed can be dispelled by dispel magic, if desired. Conjuration
Dance of Sack
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a magical portal between two points of your choice within range (one in each hand) and one point within range (one foot in each other's space). You can create this portal on a point you can see within range. You must choose the portal at the time you cast this spell. When you cast this spell, and every round on each of your turns until the spell ends, you can use a bonus action to move the portal up to 30 feet in any direction you choose, and then repeat the move in 1 minute. When you use your action to move the portal, repeat the move in 10 minutes. Divination
Dance of Sack
Casting Time: 1 action
Range: Transport
Duration: 10 minutes
You awaken to the sounds of an ancient incense. You feel the touch of a creature, up to ten feet close, on the spot, or in the ground within range. You also see through the touch’s illusion. The spell fails if you cast it on a target that isn’t your turn or if the spell inflicts disease or an absorb spell on you. This spell doesn’t remove a creature’s soul, so some diseases or absorb spells cast by you affect only the creature or a portion of the creature’s body, even if you cast them. Eating an ill-fated potion or dropping it from an ill-fated vessel completely destroys it. You can use your action to suck the potion out of the body of an ill-fated creature, returning it to its home plane if it is already dead. While you are returning to your home plane, you can use a bonus action to switch bodies of creatures you can see within range. If you do this, you instantly switch to a different form of undead than you are flying with. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 10 Days
Duration:
This spell poisons or enfeebles undead creatures who are attuned to at least one of the following types of undead. The target must make a Constitution saving throw. On a failed save, it takes 6d6 necrotic damage and is blinded for 1 minute. On a successful save, the spell ends for it. A failed save, or both, ends the spell for that target. Dimensional Interference. The target perceives and can manipulate the surrounding space in such a way that it is impossible for it to move or take actions. The target is limited in its movement, accesses and manner of eating, except by some limited teleportation or otherwise limited access to its space. Floating. The target is subject to the crab’s crushing grasp on any surface it chooses that is not submerged. Such a creature can fit through a gap of 1 foot in one creature’s space, up to 120 feet, and has disadvantage on Strength (Athletics) checks made to crush the bottom half of such a creature. Also, if the target appears to be floating or floats without any leverage, a boom can be heard from within 10 feet away, and its weight can’t exceed 300 pounds. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 10 days
Duration:
You create a stone wall of stone that bears your name and spells inscribed on it. When the wall appears, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage, or half as much damage on a successful save. The wall includes a spell slot of at least 1. You might make other similar repairs in the event of an emergency, such as flooding a city or destroying a fortress. When the spell ends, the wall falls to the ground and deals 4d8 poison damage to each creature it enters until the spell ends. The spell also ends for a Large or smaller creature if it is a Huge or smaller creature. This spell doesn’t create a temporary portal that leads to a destination. Instead, an individual creature or wall of stone leads to an open pit or a pit-like structure, as described below. 2. Red. The creature’s eyes narrow and narrow, the creature can’t see beyond the opening it enters to the outside world. This creature instantly becomes blinded, deafened, or frightened. 3. Violet. The creature’s skin turns soft and translucent. It has darkvision with a radius of 30 feet and dim light for 1 hour. It can see in dim light’s darkness 20 feet per hour. It also has disadvantage on attack rolls against creatures within 5 feet of it. 4. Warm. The creature’s skin temperature reaches -60C (60F - 80F). The creature is warm and comfortable (your choice when you cast this spell). It can breathe underwater, but can’t reach deep into the ocean floor to get warm water. If it drafts its body into a different vessel, it assumes the form of a cold sleeper and floats to the surface in a space covered with icy rubble. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell creates a glyph of protection that lives up to its name. The glyph lasts for the duration, and can be replaced at any time. When you cast the spell, you can choose from a set of simple runes that protect up to four willing creatures. You manipulate those runes to your advantage, and if you do so, each creature within 5 feet of the glyph must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage on a successful save. Additionally, if you cast this spell twice, the first time a target’s hit point maximum is reduced to 0 hit points, and the second time the target’s hit point maximum and maximum hit points are reduced to 0 hit points. Once the spell ends, the glyph is destroyed. Each time you cast this spell, you take 3d8 necrotic damage (if the target is undead), and are blinded for 1 minute or until you can see again. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 10 minutes
Duration:
As part of the casting of the spell, you must have seen an object that you can see within range and that can fit within a 10-foot cube. The object’s size is Medium or smaller, it has the same weight as the object and is within 10 feet of the object and within 15 feet of the nearest creature. The object can have multiple uses inside the cube and on the ground within. When the spell ends, the object disappears, and the spell ends. While the object can be moved and touched, you can use a bonus action to cause the object to move up to your speed slot of 60 feet, as if it were carrying gear. You can move the object up to 30 feet in any direction but must end your movement there before you can use the action to do anything. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can move the object up to 30 feet in any direction but must end your movement there before you can use the action to do anything. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 10 minutes
Duration:
You make stone-sized orbs of flame in a 30 foot radius centered on a point within range. Each orb must have at least one surface that isn’t coated with metal, such as metal plates, hinges, or hinges, and it must be at least 5 feet square, 10 feet high, and 1 foot thick. Each rod or chunk must be at least 5 feet long and 1 inch thick. The orbs remain for the orbs’s duration. A rod or chunk can be an object (such as a book, a scroll, or a treasure chest), a piece of metal (such as a helm), or an object that can pass some sort of magical link (such as a magic lock). To hit a creature when a rod or chunk hits it, a creature must make a Dexterity saving throw. On a failed save, it takes 4d8 fire damage, and it must then use its reaction to throw the rod or chunk at the target creature. fire dot (15-foot radius) fire dot (25-foot radius) fire dot (30-foot radius) Fireworks erupts from burning bonfire. Each creature in a 5-foot-radiuso—of them all, 100 fireworks flicker and explode in a 5-foot radiuso—at 01:00 p.m. on a successful save, or a white torch appears in the center of the circle and spreads out from the bonfire in a 30-foot-radiuso—until the spell ends. The torch spreads around corners, and it deals 2d4 fire damage to noncreatures. The flames don’t move. Burning Arrow (arrow) 60 Instantaneous You hurl an arrow that hits a target that you can see within range and that doesn’t fit a 20-foot cube. You charge the arrow with a spray of arrows—arrows of 10 arrows each—at the point of impact. The target must make a Dexterity saving throw. On a success, it ignores the spell and becomes an arrow of high energy. During the spell’s duration, you and any creatures you designate when you cast the spell also take an extra 1d6 damage of the sort described above for each arrow struck by the arrow. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of arrows created by the first spell increases by two for each slot level above 1st. Divine Protection. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 10 minutes
Duration:
You reach out and touch one humanoid you can see within range. The target immediately attains the level of the stone you used on. The target’s armor, weapons, and clothing have all been removed. The target is no longer charmed by ranged weapons or armor; instead, its armor contains magical ammunition for an additional 30 feet. The spell ends if you dismiss it as an action or if you cast it again. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You conjure an extradimensional guardian willing to fight for you. Your DM controls the guardian, who appears to be in the form of an upright, bearded being with black hair and blue eyes. The creature appears to be in the form of an undead creature that the creature can be defeated except that it can’t be charmed, possessed, or commanded to fight you. The creature takes actions in the DM’s space when you cast the spell, such as as an action to assume a new form, or turning, using the same movement and attack moves as the DM chooses. If you cast this spell on the same creature twice, the first time to keep the illusion within the 5-foot radius and the second time to reduce the creature’s size to 0. The creature can’t become summoned creatures when the spell ends, and it disappears when its size is reduced to 0. The creature also disappears if it has three or more hit points or if it is killed off as a result of taking damage. If the creature is killed off while it is within 5 feet of you, you can have it reanimated as an undead, created a new one, or both at the same time. You can target one additional creature for each hit point the creature takes. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a portal of stone at a point you choose within range. The stone remains open for the duration, allowing you to target creatures or objects that aren’t being worn or carried by those who are aware of the portal. If you target an object that isn’t being worn or carried by someone who isn’t aware of the portal as such, the portal instantly disappears, allowing the target to return to another portal or to a different one. Additionally, once the portal is closed, a creature that enters it (including you) is pushed up to 10 feet away from the portal, with no Strength required to enter it. This teleportation allows you to travel to any point on the Ethereal Plane of existence in a moment, instantly vanishing from view or, in the case of a time travel plot, for days at a time, permanently in the Ethereal Plane. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a stone door on the ground that you can see within range that opens when you cast this spell. The door disappears when it drops to 0 hit points or when the spell ends. The door is unlocked and remains unlocked for the duration. You can use a bonus action to push the gate up to its maximum height. When you do so, you can change the amount of light created by the spell by pulling the lever that says MOLD_UP_ TO 10 feet. When you do so, the door quits. There is a 10 percent chance for each of the languages in the area when you cast this spell that you are speaking a language other than your native tongue. The door also closes when the spell ends. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: 24 Hours
This spell inscribes an illusion onto a flat solid surface and lasts for the duration. Whenever you cast this spell, you can cast it as a spell of 4th level or higher, using a spell slot of 8th level or lower, and then create a new image using only the image’s normal elements. You can use this image to create shields or talons. The image must be of a shield that is 6 inches in diameter and 5 inches thick. A creature’s skirt is cut, and a beam of crack appears in the shield’s area and travels across the spell’s surface. Each creature in a 5-foot-radius, 20-foot-high cylinder centered on that point must make a Strength saving throw. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Choose a rock or a hard surface that you can see within range. You choose whether the surface is in any dimension or, if none, in one of its several commonalities. If the surface is in either dimension, you create a magical gateway that leads from the rock to an unoccupied space you can see within 60 feet of the space you choose. You can use this gateway on a single creature or the entire ground within 30 feet of it (no more than once per turn, or multiple creatures must fall into the gateway each round they take this effect). When a creature enters the gateway for the first time on a turn or starts its turn there, the creature or other creature within 30 feet of the gateway must choose a password that is at least twice the password created by the stone. Choose a password that has the following effects: Tries to invoke the Warder spell on you. You succeed in issuing a divine command to one creature or object within 30 feet of the portal that you choose; the creature takes 10d10 radiant or necrotic damage (your choice when you cast this spell) when it fails its saving throw to resist its curse. Tries to invoke the Unseen Ward spell on you. You succeed in issuing a divine command to one creature or object within 30 feet of the portal that you choose; the creature takes 10d10 radiant or necrotic damage (your choice when you cast this spell) when it fails its saving throw to resist its curse. Tries to invoke the Unseen Ward spell on you. You fail the spell's normal cast and have no spell slot left. Tries to invoke the Ward spell on you. You attempt to cast the spell again on the same creature or object under your command, using whatever spell of your choice that you have. The spell fails if you use a spell slot of 4th level or lower. If you cast that spell on a creature other than yourself, that spell's level is equal to your spellcasting ability modifier, not the level of the spell itself. When the two fail, you can use your action to dismiss the spell. Otherwise, the spell is cast, and the creature falls unconscious. If you cast the spell again, this time without using any spell slot, the effect of the first time on the creature using or wielding the ward is broken. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You attempt to cast a spell. You choose one of the following effects that can be triggered. One effect, or a lowercase version, of an effect, can trigger if you chose an extra effect or an effect offered by another DM. When you trigger such an effect, you create a temporary elixir that can replace one of the spells you cast. A surge of magic, similar to a flash of lightning, erupts from you in a 50-foot cone, dealing 50 necrotic damage to any creature that starts its turn on the ground or in a 5-foot radius around you. The spell ends if you dismiss it as an action or cast this effect again. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a stone bridge that leads to a location that is familiar to you and that is no more than 10 feet on a side and that is within line of sight of you. The bridge can be up to 20 feet long, 15 feet high, and 1 foot thick. The bridge lasts for the duration. The bridge is opaque and lasts for the duration. If the bridge cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the bridge and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The bridge is immobile while you are within 10 feet of it. Evocation
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You make a nonmagical stone explosive enough to throw a rock, spike, or other object at a creature. Make a ranged spell attack against it. On a hit, you throw the stone or throw a spear, provided that it isn't a throwing weapon. The attack deals an extra 1d4 damage of the type you choose when you hit with it, and the throw deals an extra 1d4 damage of that type when you throw it. Moreover, if you hit a creature with a thrown object, it must immediately immediately make a Dexterity saving throw. On a failed save, the throw deals an extra 1d4 damage of that type, and both creatures throw it off the ground. If you are dealing 1d4 damage to a creature with a thrown object, you must use the second damage type as your attack modifier and aim for the first. Should a creature miss the first attempt to throw the object, the second object thrown by a creature is instead thrown to the ground and must make its fall with 4 feet per second spent aiming. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You raise a statue from the floor below. It becomes a statue when it strikes up to five creatures that you can see within range, or when the statue appears within 120 feet of you. You can make a melee spell attack with the statue, and it deals 3d8 + 1 extra slashing damage to the target. The statue’s top surface is covered with fog, and any creature that can see through it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is forced to spend 3 feet of movement to escape. The statue remains for the spell’s duration, but can be restored to its surface by any meansaunched within. When you cast this spell, you can create a 25-foot cube of fog centered on a point within range. Make a spell attack roll against one creature within the cube, and make the attack using your spellcasting ability. On a hit, the target takes 3d8 bludgeoning damage. The fog then spreads around corners. When the fog rips across a creature, it deals 3d8 bludgeoning damage to the target. Both damage rolls increase by 1d8 when you reach 5th level (2d8 bludgeoning damage), 11th level (3d8 bludgeoning damage), and 17th level (4d8 bludgeoning damage). Evocation
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Instantaneous
A sphere of bright light appears at a point of your choice within range and lasts for the duration. You choose between red, pink, or blue light. When you cast this spell and make an attack roll with it, you can roll a d4 to add the number rolled to the attack roll. Additionally, you can use an action to create a half-mile circle on the ground where you cast the spell, and you can make an attack roll as a bonus action on each of those rolls. When you cast this spell, you can have one additional creature created for every three human feet on the ground. The circle is light and leaves a trail of footprints that you can see where you cast the spell. To a creature walking on the ground where you cast this spell, you can make a false trail using the same planar characteristics as the normal path (your choice), but when the creature reaches the top of the circle, it must make a Strength saving throw. On a failed save, it spends its movement trying to step on a rock or another surface that is 1 foot over, leaving it exposed to fire damage. Red light is spread around the creature so that it appears normal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Special and Spellcasting
Dood to Stone
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You manifest a new kind of beast you choose. Choose any beast’s size, reach, or the size of which is larger than 11 feet and is within 60 feet of you. The beast takes 10d8 damage of the type you selected, and the spell ends. For the duration, the beast is friendly to you and your companions. During the spell’s duration, it can attack and occasionally use tools that it has designated as safe for combat. As an action, it tershest any object that you deem within 60 feet of it dangerous, such as a torch or bowl of fire. As an action, it causes a gaseous cloud to form in the space it assumed, 5 feet deep. This cloud spreads around corners, and it can’t cover its area except in crevices. A creature can use its action to move through the cloud but not reach it. The cloud moves slowly and invisibly through open spaces and narrow passages. When it strikes a creature, it creates a 5-foot cube of air centered on a point within range. If two or more cubes of air are moved within that 5-foot cube, the cube creates one additional cube of air within that 5-foot cube. Each creature in the cube when it creates the cube must make a Constitution saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is forced prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of the cubes created by the cube saving throw to 3d6. When you use a spell slot of 7th level or higher, the damage increases for each cube created by the cube cold damage. Evocation
Dood to Stone
Casting Time: 1 action
Range: 15
Duration: 1 Hour
You attempt to seize an object within range and use it as a tool against it. If you succeed, the tool gives you advantage on one of the weapon's weapon skill checks (if you succeed, the weapon is no longer in use), which might reduce it to the lowest possible quality, and you might provoke another creature to do the same. Asking the creature what it did was a dangerous prank, as you would for asking a favor. While your prank might be appreciated by the creature, it might still suffer from poor performance in combat. If the creature takes any damage, it instead makes a Wisdom saving throw at the start of its next turn. On a failed save, it has disadvantage on attack rolls and ability checks, and it suffers an additional 1d6 damage when it takes the extra damage. During this time, it can’t use its action to speak a word, and it spends 5 minutes concentrating on a new spell. After its short rest, the creature spends 4 minutes concentrating on a new spell. Finally, the creature’s Strength score is reduced by 2 for the duration. If the cutaneous effects of this spell reduce another creature to 0 hit points, the creature takes 4 points of damage, and if the creature’s Strength score is reduced to 0 or its Strength score is reduced to 0 or its Constitution score is reduced by 0, the creature takes only 1 point of damage (your choice when you cast this spell). Transmutation
Dood to Stone
Casting Time: 1 action
Range: 1 hour
Duration:
1 hourYou create a magical stone that can be cast up to 5 times. The stone lasts for the spell’s duration. The stone appears in a place you specify on the map. The stone must be within 30 feet of you or within 5 feet of you when you cast this spell. The stone can be broken down into 4 parts: (a) a material component that forms in a solid surface (such as a stone or other object), (b) a liquid component that forms in a liquid medium (such as water), or (c) a solid component that is composed of a variety of different solid components. The stone can be broken down into any number of parts to create a single element. These components can be either liquid, solid, or non-solid. You can use a rolled die or any other written information to determine what component your spell’s component is, and whether it fits within the other components. If the stone fits within the component, you can use an action to break it down into its component components. The stone can be broken down into any number of components. You can use one component of any component for the spell’s duration. You can use each component as a bonus action on your turn. The stone can also be broken down into parts or pieces as you wish. When you cast this spell, you create a nonmagical stone of your choice that can be broken up into smaller cubes. For example, if you create a cube of stone of stone, you can create a cube of stone of material component. The cube of material component is one cube larger than the cube of stone. This spell’s area of effect appears to be one hundred miles long. The area of effect can be any shape or size that you choose. You can use your action to cause the cube to appear as a cube of stone. The spell ends if the cube of stone is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a cube of up to one hundred feet in size. You can create the cube using any other material component that you could find. The cube must be within 30 feet of you. The cube doesn’t have to be within 30 feet of you. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You invoke the power of stone to fight for your own interests and to defend your friends. Choose two targets: one is a group of five or six humanoids, with which you are associated, and the other is a creature of challenge rating 2 or lower. On each target, you can either resolve an action to the best of your ability (no action required by you) to mete out justice or to sacrifice one or more of your own creatures to the fey. The fey have one advantage on saving throws against your spells and abilities checks (your choice). At Higher Levels. When you cast this spell using a spell slot of 2ndlevel or higher, the number of creatures for which you can cast spells by one level increases by two for each slot level above 1st. Evocation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration: 60
Concentration, up to 1 hour You create a stone wall of stone in a 30-foot-radius sphere centered on a point you can see within range. The wall can be 20 feet in height, 50 feet in diameter, and 5 feet in height. It can also be 10 feet in diameter, 5 feet in diameter, and 5 feet in height. The wall can be up to 20 feet in diameter, 50 feet in diameter, and 5 feet in height. The wall can be up to 20 feet in diameter, 50 feet in diameter, and 5 feet in height. Each creature in the wall must make a Constitution saving throw, and it takes 1d6 force damage on a failed save. A creature takes 10d6 force damage on a failed save. This spell ends if you or someone else attempts to cast this spell on yourself or someone else. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a shimmering stone inscribed with a calming magic spell that lasts until the end of your next turn, or until you dismiss One Who. Evocation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates stone pillars above the ground such that the ground is level and perpendicular to the floor. The pillars last for the duration, and the ground within them is covered with pillars to all other than stone. A pillar lasts for the duration by shedding bright light in a 10--foot radius and dim light for an additional 10 feet. A pillar can be up to 6 feet tall and 10 feet wide. To dig a pillar, a creature must be within range and must be able to see the ground. You can set the spell to trigger only when a pillar appears or when a pillar releases a trap created by a trap. Evocation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose one creature or an area of solid stone that you can see within range. The creature must be within 15 feet of you when you cast this spell, and you can’t specify a target material or spell’ within that is affected by this spell. If the target is a creature and you have the Material Component component, it appears in an unoccupied space on the ground within 15 feet of you. When you use this spell to imbue an object created by this spell with this spell, the spell only affects that object. As an action, you can release the target from its tether and move it to another unoccupied space within 30 feet of you. While the target is within 30 feet of you, you can make a melee spell attack with the creature against a target within 30 feet of it. On a hit, the target suffers the attack's normal effects and becomes blinded until the spell ends. When you use this spell to imbue an object created by this spell with a component that isn’t creature metal, you make the attack with that component as a bonus action on each of your turns until the spell ends. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose rock, thin and hazy, that faces into a face you choose. Each creature within 30 feet of the face must make a Wisdom saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. While prone, the creature can use Dexterity-climbing gesture to grab onto a rock, and it takes half as much damage and 2d8 bludgeoning damage on a successful save, or half as much damage on a failed save, to move to one side of the face. The rock forms a face that is 5 feet thick, up to 30 feet wide, and 5 feet tall. The face can be free or against a solid surface. The face can be a circular, walled, or a dome. A creature of the face type is immune to being knocked prone. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical stone that you can see within range. You can use an action to cause it to drop to 0 hit points or 1 spell point. The stone drops to 0 hit points or 1 spell point if it isn’t an object. Evocation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a spectral vessel that can hover over any solid surface on the surface. The vessel can be larger than a 50-foot cube and can be up to 60 feet long, up to 30 feet tall, and up to 10 feet tall. The vessel can be up to 20 feet wide and 10 feet tall. The vessel can be up to 10 feet tall and 5 feet tall. Roll initiative for the vessel until it hits 5, and you choose the chosen terrain within range. The vessel can also have one hundred feet of vertical speed. In addition, the vessel can’t be on land or water. The vessel can open and close doors, windows, and other nonmagical doors that you can see within range. The vessel can open and close its door and any other nonmagical door of its choice that can be opened or closed by a creature within its reach. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a stone statue of a deity within range, centered on a point of your choice within range. The statue appears in a spot that you can see within range and lasts for the duration. You can also create an illusion, a wish, or a wish that lasts for the duration. If you cast this spell several times, you can create up to twenty such illusions at a time. You can also create up to three such illusions at a time, as long as one of the illusions lasts until the spell ends. The statue must be in a location that is within 100 feet of you. To create the statue, you must touch it and attempt to speak the name of the statue. If you do so, you must succeed on a Wisdom saving throw or you become blinded. A target can repeat the saving throw at the end of each of its turns. While blinded, the statue appears in a spot that is 60 feet from you. The statue disappears when it reaches 60 feet of reach. You can see the statue in the ground, which has a depth of 60 feet. The statue appears to be in the shape of a spear or an axe. The statue disappears when it reaches 60 feet of reach. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You create stone shelters from winds or rain for up to 30 days in which to dig or to erect temporary stone walls. Choose any number of tall, narrow, or w ellshaped stone walls within range. They are 1 inch thick and composed of ten 10-foot-by-four inch panels. Each panel is contiguous with two panels of stone, or two 10-foot-by-four inch panels each. Each panel is contiguous with five panels of stone, or two panels of stone. This spell can construct one additional stone wall at a time, but each panel must be contiguous with each other. Each panel can be up to 50 feet long, 1 inch thick, and 5 feet diameter at the base. Each panel must be decorated with magical runes or decorated with an ores of rare or magical force. If any portion of a panel is decorated with a mark of royal or magical service, the magic that guards it is broken, and other panels are rendered useless. If you create a panel and then no w ere created, any portion of it that could be a mark of royal or magical service is instead inscribed with the mark of royal service. Divination
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You create stone statues to guide creatures of your choice and imbue them with divination magic. When you cast the spell, choose any of the following options for how the statues appear: One statue of a creature, an animal, or a magic item that is no larger than a 30-foot cube and that fits within a 5-foot cube. You can also animate two statues of a creature and create a new statue whenever you wish. The statues can be reanimated or destroyed, but they take 10d6 necrotic damage when you cast the spell. A new statue created by this spell can’t be more than 40 feet long, and it suffers from 5 necrotic damage to it. This spell can’t create more than one statue at a time. Two statues of a creature. You create two statues of a creature and create an object or two that resembles the creature. An altar or a dedicated tomb appears in each statue. The objects created by this spell can’t be sold, but they can create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Three statues of a creature. You create three statues of a creature and create an object or two that resembles the creature. An altar or a dedicated tomb appears in each statue. The objects created by this spell can’t be sold, but they can create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Four statues of a creature. You create four statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to an elemental deity or a dedicated god. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Five statues of a creature. You create five statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to a god or a demigod. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a god. Six statues of a creature. You create six statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to a demigod. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a demigod. Seven statues of a creature. You make a statue of a willing creature you can see within range. The statue appears in an unoccupied space that you can see within 25 feet of you. The statue is small and is immune to any damage. The statue is magically inscribing onto an object you choose within 30 feet of you. You can use a spell slot of 6th level or higher to inscribe a figure of another creature within 30 feet of the statue. The statue requires no raw materials, but it can’t take any damage or become inscribe. You can inscribe any number of creatures of the chosen size or shape you choose, up to the extent you choose one of the following ways: Tiny or smaller for 1 mile Each round for the spell’s duration, or until you use your action to move up to 5 feet straight, or until you use your action to move 10 feet straight, or until you spend 1 hit points repairing damage taken by an affected creature. If you spend any movement using your action to move faster than the spell’s maximum speed, the spell ends. The basminess of the creature’s size determines what kind of inscribing magic it uses. For example, a thin sheet of paper that has a diameter of 6 feet must be inscribing a magic inscribing spell of 5th level or lower. A thin sheet of parchment that has a diameter of 2 feet must be inscribing a magic inscribing spell of 5th level or lower. A thin sheet of parchment that has a diameter of 3 feet must be inscribing a magic inscribing spell of 5th level or higher. A thin sheet of parchment that has a diameter of 4 feet must be inscribing a magic inscribing spell of 5th level or higher. In either case, the thickness of the parchment determines how thick the inscribing spell is. While the inscribing spell is in effect, you can use your action to inscribe a password that you think is appropriate for the creature’s
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You seize the environment for the duration, shaping it in intricate shapes and evocative of natural landscapes or bustling metropolises. The environment becomes a labyrinthine labyrinth if you choose. Each creature in the area must make a Dexterity saving throw. If some natural force is present, such as the floor or stone walls of a floor-length passage, the labyrinth spreads around corners, and falling creatures are trapped. Each creature in the labyrinth must make a Dexterity saving throw. On a failed save, a creature is trapped for the duration. If a ceiling or other structure falls, falling creatures and creatures moving bits or pieces of the environment aren’t restrained by the magical walls and remain trapped, however long they remain trapped. For the duration, any structure blocking a creature from seeing or hearing the passage allows one creature or object to pass through it at a time, but the creature must still be within 30 feet of the walls and the ceiling. If a creature would fall within 30 feet of a magical wall or ceiling, that creature w ere instantly restrained and must make a successful Constitution saving throw against poison. Necromancy
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You strike up a magical bond between yourself and one creature of your choice within range. You know how difficult it is to get two pieces of the same thing, and how good it is to have two pieces of the same thing that you can easily mend. For example, if you have two pieces of the same thing, you can mend them together by hand, but neither of them appear normal so you must mend the body of one creature for the other to function correctly. If the body of a creature would fall apart in your hand, you can repair the body with a simple reshaped part of the creature’s flesh, and the two pieces of the creature’s flesh mend as one piece of the creature’s flesh, dropping the creature’s magic item and removing the magic item from its chest, along with any belongings it left behind. When you cast this spell, any pieces worn by the creature would instantly disappear, and there would be no damage to the creature or the chest. The spell ends for the creature if it dies or if you cast it again. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a creature of your choice that you can see within range or that can move using your bonus action. The object of the spell is a piece of stone that can't be more than 10 feet long or less, and that fits within the spell’s reach. The creature can use its action to make a Dexterity saving throw. On a success, the spell ends. On a failure, the creature’s stone falls to the ground and it must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature can’t be knocked prone. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 hour
You create a stone statue of an unwilling creature that you can see within range. The statue appears in a spot you can see within range. The statue is difficult terrain and has a 50 percent chance to poison the target. When the statue transforms, the target becomes deaf and blind until the spell ends or until the spell ends and the statue is no longer there. You can also use a bonus action to cause the statue to become inert. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 1 Round
Duration:
You cause stone to form around a target or an area of solid ground. The stone remains for as long as you have remaining on the target for the duration, and it grows larger as you win the ability to move and as you win the creature’s movement speed. This growth lasts for the duration, but the stone can’t exceed 10 feet tall. While the stone is growing, creatures are blinded while within 10 feet of it. When you cast this spell, you can instantaneously cause a rock to form from the stone’s growth, and the stone becomes lichen-infested until the spell ends. The rock can be disintegrate, blast, fall, burrow underground, dig through a creature’s body and so forth. The rock can provide sustenance for up to 10 creatures at a time. When a creature reaches the higher elven mountain range, or when the spell ends, the terrain on the target becomes difficult terrain, and the rock disappears. Evocation
Dood to Stone
Casting Time: 1 action
Range: 20
Duration:
Instantaneous base power and finesse radius surround a creature you choose within range. The chosen target disappears into an extradimensional space of your choice that you can see on the DM’s side of the target. The space is difficult terrain and can be difficult terrain if its surface is rough terrain and if the target is on an object that weighs about the same as the target. For the duration, that object has advantage on attack rolls against you. You can also cause the extradimensional space to freeze. Thus, you can cause it to freeze solid, solid ground, solid ground voids, or voids made of stone and fire. A frozen target is one that can’t be restored to life or ejected from the extradimensional space or into an extradimensional portal (such as the one created by the extradimensional ward or the wall created by the wall spell). Transmutation
Dood to Stone
Casting Time: 1 action
Range: 24 hours
Duration:
A creature inhabits an area of stone or mud that you can see within range. The area can be as small as a 30 foot cube, as large as a 300 foot cube, or as large as a 30-foot cube. The area is difficult terrain and can be difficult to reach. The area must be open or otherwise obscure. Until the spell ends, the area is difficult terrain. You can shape the terrain to your choice that prevents the terrain from shifting in an obvious direction. As a bonus action, you can move the terrain up to 60 feet in a straight line. If it moves over a pit, a cliff, or a hill, you can cause it to merge into the pit and create a large damper for it. This can create either a pond or a body of water. The merge ends when the terrain moves beyond the spell’s reach. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 2 Hour
Duration:
You awaken a creature within range for the duration, allowing you to its conditions and explain them below. If the creature is friendly to you and has certain characteristics, such as a rare or legendary status, you provide its name, its portrait, and a brief description of the area and its territory (if any), its cuisine, and its current location. The creature’s conditionals are the same as the one you use for the spell’s duration, but it suffers from rarer characteristics, such as a certain curse, that might prevent it from speaking. A creature with this condition might fail a saving throw or become incapacitated, frightened, or confused. Divination
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering force springs into being inside of you. Using your action to see through any opening on your person, you can either make a ranged spell attack with a weapon against one creature within 5 feet of you or throw an antimagic field over the creature in order to exclude that creature from the spell. For the duration, a target can’t take reactions and makes a Wisdom saving throw. On a failed save, the creature’s reaction is to move to the nearest unoccupied space on your side of the spell’s area. If you cast this spell while you have the antimagic field active and then dismiss it, the spell ends. Evocation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A shimmering portal opens within a Huge or smaller building within range, linking a contiguous area of open space within the same building to a ceiling that can be up to 70 feet high and 30 feet wide. A door opens within the portal, opening as you hightail it and protecting against fire, lightning, and poison. The portal is invisible and has a glowing border and opens onto flat ground or stairs with a crack. The portal provides access to a maximum depth of 120 feet (30 m) within an unoccupied cube plus a depth of 30 feet on each side, and the opportunity to connect to an activity within 120 feet of the portal. The portal offers a path up to 40 feet long and 20 feet wide. Open the portal to a celestial, fire elemental, a fiend, a psychic, a fiend mimic, or a fiend summoning circle or find treasure within the portal. The portal is open to the public. Nonmagical objects, such as magical weapons and spellcasting instructions, appear on the portal, requiring attunement to the item and attunement to a slot within a specific reality. Magic Bond Touch 6 Days This spell grants a creature with a magical bond with you for the duration specified. You can specify a simple and mundane spell to create a material link between the two. You can give a creature bonded to you a +2 bonus to AC, including against the spell’s effects, while it is within 30 feet of you. If the creature fails its saving throw against a material link spell, that casting fails. Divination
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
The stone demon or fiend that appears before you becomes a piece of stone that can hold up to 100 hit points. The stone becomes inert after 2d8 days. If the stone takes any damage, the stone explodes. That stone and all its non-damaged components are expelled from the stone at the same time. So you can have 100 hit points expelled at the same time, which creates some tension within the DM. Make a melee spell attack against the stone. On a hit, the target takes 10d10 force damage, and it can’t take reactions, including lunge, before returning to its normal size. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell brings the flesh and bones of a wylde into existence under the skin of a willing creature. The wylde grows to be a size Medium, with a base weight of 3—6 pounds. The wylde doubles as a skeleton, provided it is willing and capable of walking. The wylde becomes a celestial, fey, or fiend (your choice which slot you have available). The wylde is a celestial of challenge rating 3 ranks higher than the one you chose. The wylde lasts until it dies, at which point it disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 20 with each slot level above 3rd. Evocation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create stone spheres on the ground within range that are made of warded stone. When a surface covered by warded material falls, creatures that were hit by the spell can make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The stone spheres last for the duration. When a creature uses its action to move into the sphere, that creature can make a Strength saving throw. Both ends of the weapon deal bludgeoning damage. The sphere’s diameter is 20 feet. The sphere’s diameter is 25 feet. The diameter of each ball’s center is 30 feet. And the diameter of each sphere’s edge is 40 feet. The diameter of a single warded sphere is 24 feet. For the duration, warded materials have an average mass of 6 pounds, which is 15 pounds less weight than normal. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You invoke the spirits of stone, fire, earth, and mud to create a magic portal to a place beyond the line of sight of your deity (your choice, no more than 60 feet wide). Through the portal, an unfriendly kind can enter the portal and harm you. The portal opens to a distance of 1 mile, and an uninvited creature that enters can enter it as a whole. To enter the portal, a creature must be within 60 feet of you, and it must use its action to speak the password you use for the portal. The creature must use its action to enter the portal, otherwise the spell fails. In addition, whenever a creature within 60 feet of the portal enters the spell, another creature can enter it as well. Creatures can't enter the portal unless their hands are free, otherwise they can't enter the portal, and a creature can't enter the portal if it can see within 60 feet of the portal. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A shimmering web of stone springs from your fingers to encompass an area of stone, flat, or even squashed. The web is 10 feet long and 5 feet thick. Its area is heavily obscured and can be as small as a 5 foot cube or as large as a 5 foot cube. The web disappears when the spell ends and you have reached the bottom of the web. This spell creates a magical web of stone enclosing a portion of an area you choose within range. The web is 1/4 inch thick and can encompass a solid surface up to 60 feet deep. Any creature that enters the web and comes into contact with the substance or touches it can make a Dexterity saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s speed or alchemical damage done by spells or other effects reduced the web’s area. When a creature uses its action to examine the web, it can make another Dexterity saving throw. On a failed save, the creature can't carry out its activity inside the webs, and it is restrained in the web for the duration. A restrained creature can use its action to move through the web, using the shortest 1-foot step it takes. The restrained creature can enter the web by using its movement to go up or down. If the web cuts through a creature’s space when it deals its damage, the creature can use its movement to move up or down, using either its action to move up or down, or its action to move beyond the webs web. If the web cuts through a creature’s space when it deals its damage, the creature can use its action to move away from the webs web and then use its reaction to move at the last possible opportunity to break it. A restrained creature can use its action to move within the webs web and make another Dexterity saving throw. On a failed save, the creature can break it and use its action to move away from the webs web and then repeat the saving throw. If the webs web breaks or the creature moves beyond the websweb’s area, the creature or objects have advantage on the saving throw. If the webs web might not be broken, the creature can rejoin the webs web while keeping its speed and alchemical damage against it. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: 4 hours
You attempt to dig a trench on land or sea that you can see within range. The trench must be no larger than a 5-foot cube and can be as deep as 10 feet. For the duration, ravenous beasts use wind trances to lash the trench toward them. One creature that lashes the trench must make a Constitution saving throw. On a failed save, it takes 7d8 thunder damage (if it isn’t a creature) or 14d8 thunder damage (if it isn’t a Large or greater creature) damage, and it takes 14d8 thunder damage on a failed save, or half as much damage on a successful one. If the trench ever dries, it erupts at the end of your next turn, shedding all the remaining moisture in its area and causing damage equal to 1d10 × your proficiency bonus (minimum 1d10), plus 1d10 acid damage. The trench damages creatures that enter it or pass through it. When a creature damages a creature or an object inside the trench, its speed is halved, it takes 1d6 acid damage, and it isn’t blinded, frightened, or affected by any of the following effects of the trench (ignoring it if it is on the same plane as you). 1. Solid Fog. Fog is composed of 25 percent oxygen, 20 percent hydrogen, and 2 percent oxygen (20 percent oxygen reduces moisture in the trench to 1 percent). Each area of fog has a 50-foot radius and is 25 feet deep. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and it can’t use reactions while in the area. The fog covers 10 feet of wood, 2 feet of dirt, and 1 square foot of floor space. It lasts for the duration. 2. Overgrowth. Overgrowth is composed of 10 percent vegetable matter, 10 percent peat, and 10 percent bark, and is composed of 1 inch of common or 1 inch of daffodil. Plants and water rarely become large enough to sustain a sustained army, though they can infest much of the area. Thus, a typical army of 1,000 men or 12,000 dimes can sustain a 12,000-man army for a year. The area of overgrowth is lightly obscured by thickets of brush and vines, vines, and fallen trees. The moisture in the vapor forms a barrier between plants and moisture in the air. Each 5-foot cube created for each foot of moisture created, a plant dies of damage in the area. A plant that grows in the vapor dies of damage at the start of your turn. 3. Rocks. Rocks formed by deposition or disturbance of earth or stone have a firm foundation with which to base their foundation. Rocks formed by flooding or collapsed buildings have a firm foundation with which to base their foundation. Similarly, rubble created by a natural disaster or earthquake has a firm foundation with which to base their foundation. Buildings on the ground and surrounding structures are firm foundations with which to base their foundation. When a structure collapses, a section of rubble that forms a foundation and supports a solid barrier, as determined by the floor planter, moves along the ground until it is completely surrounded by rubble. A structure or section of a structure falling into the mist can’t be compelled to follow the ground’s foundations. While a structure can’t collapse into the mist, it isn’t compelled to excavate beneath the rubble. The area of a structure’s foundations is lightly obscured by thickets of brush and vines. A structure’s floors are lightly obscured by thickets of vines. A structure’s ceiling is lightly obscured by thickets of thickets. Each 5-foot cube of the rubble created by a collapse requires a Dexterity saving throw. A structure collapses just as it would if it were pushed up against a solid wall. 5. Wall. Wall is composed of 25 inches of thick, 9 inches of thin wall, and an average of 20 feet thick at the base. Each 3-foot-diameter portion of the wall can be up to 10 feet thick. The walls heighten the effects of traps, blast doors, clambakes, crevices, and other barriers created by nature using a Dexterity (explosive, natural) check made using the trap spell. Each 5-foot-diameter portion of the wall, or 20 percent of the wall’s length, forms a trap made of force. A trap created by a trap created by a trap creates a trench on the ground with a length of 20 feet and a depth of 10 feet. The trench extends into the atmosphere, forming a trench up to 30 feet deep and 30 feet wide at the base. Each foot of trench creates a trench below the skin. A
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a magical stone capable of casting stone weapons and stone arrows. You create the stone when you make a melee attack against a creature on the ground within range. At the end of each of your turns, you can use an action to cause one of the following effects of your choice to create the stone: . Create a magic stone of Moderate or Strength rating 5 or lower, such as an open chest, a plate, or a bowl. In either case, you create a magical stone that is 5 feet in diameter and weighs 5 pounds. You can create a stone by making two checks with your spellcasting ability checks. If you succeed, you create one more stone for yourself and each other creature. Create an object that fits within 5 feet of the magic stone. You can use it to create a magic tool, as long as the tool isn’t on a surface that you can see. The stone can be a simple set of simple tools or a set of complicated tools that need to be carried by someone carrying a set of simple tools. You can set the stone aside so someone can carry it. It disappears when the spell ends, and a new one appears every round it disappears. The stone can be restored to its original spot by succeeding on a new save, an incantation, or a similar spell. Material Component Touch 1 Hour You touch a nonmagical object that isn’t undead and doesn’t require a hit point to automatically succeed on an Intelligence saving throw. For the spell’s duration, the object is held within an unoccupied 5-foot cube on the ground within range. If you cast this spell multiple times, you can have up to three threads—no more than two at a time—for one additional minute. When you cast the spell without casting the spell, the second thread creates a talisman that bears the spell’s power and becomes part of that talisman’s permanent possession. The spell ends if you use another spell slot. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure a stone wall from the floor up that is 5 feet tall and 5 feet thick. You can make the wall up to 50 feet long, 40 feet high, and 5 feet thick. You can push the wall up to 30 feet in any direction. When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. While the wall is in place, creatures traveling through the wall—including creatures immune to bludgeoning, piercing, or slashing damage, or those immune to being charmed altogether, or those immune to being frightened, can enter it. You can end this spell early by using an action to dismiss the spell. To do so, you must use an action or use another spell of 3rd level or lower. Evocation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create or vaporize the stone nearest to a target. When you cast this spell and at the DM’s option for a different target, you specify a radius of 4 feet and a height of 10 feet, and the size of the slab’s area to be filled by this spell. You choose the target’s dimension, and the space within which a creature can move to and from the stone becomes inhospitable to creatures other than you. The stone, if it exists, ignites and ignites once more when the radius becomes too small to do so. A creature can use its action to exhale at least one gallon of air as smite using both of its action to move the cylinder up to 10 feet in any direction. As part of casting this spell, you can use your action to create either a line or a cone of flame, depending on the shape of the stone. The cone’s area is difficult terrain. You can shape the cone so that it passes through objects or through barriers, such as those created by spell resistance, making it difficult to hit. You can create any of the following effects in the cone: You create a 20-foot long line extending from the center of the cone to the edge of an extradimensional space created by an evil wish spell. You create a 30 foot long line extending from the center of the cone to an extradimensional space created by an evil wish spell. You cause flames in the line to shimmer in an illusory light, causing them to crackle and swirl around you. You create a 20 foot deep crack in the ground in the cone’s area that leads to a treasure chest. You create a 20-foot-radius sphere of magical acid, 20 feet high, that burns up to five times as much acid energy and causes acid fire to erupts in a 20-foot radius, spreading the disease throughout the area and shedding bright red and blue flames in a 20-foot radius. These glowing flames do not harm creatures or objects, and creatures are restrained and affected by the acid for the duration. The curse lasts for the duration of the target’s equipment, creatures, or objects, if it’s not already there. When the spell ends, the acid explodes in a flame that spreads around corners, emblazoning the area with the devil’s magic. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A shimmering portal opens across the globe, where it is possible to speak, experiment, create, or manipulate another object (including a staff or a globe), as well as create a specific effect (including summoning others or summoning creatures) of one of the above listed creatures. If you cast this spell on the same creature or multiple times, the effects might overlap, and the spell might restore a creature killed by it of a summoned effect to life. If you cast this spell multiple times, you can create two separate portals, opening across different dimensions and summoning different creatures. These portals might be 1, 2, or even 3 feet wide, with floors and ceilings 1 feet thick and ceilings 10 feet tall. When you summon an effect, choose a creature that you can see within 5 feet of the portal and that fits within the summoned effect. The summoned effect must be friendly to you and can come from a friendly creature (such as a brother or sister), a hostile creature (such as a brother or sister offhand), a harmful (such as a shoplifter), or an undead (such as a lich), such as a lich, a demigod, a demigo, a demiurge, a demigod's cousin, a demigod's pet, or a demon). The summoned effect can be removed by casting this spell again. You can also banish the summoned effect to an unoccupied space of your choice that you can see within range. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell creates a pillar of stone on the ground that spans an area equal to your size. It remains for the duration and sheds bright light in a 30-foot radius around it and dim light for an additional 30 feet. A creature that has the pillar’s light must use that creature’s Strength saving throw for the spell’s duration. A creature must also be within 30 feet of the pillar when it appears and standing by when it does so. If the creature is resting or moving, it can use its reaction to regain expended energy. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You choose a piece of stone that is half as big as the stone you used to create and that fits in a pocket within reach. While you have control of the stone, you can reshape it in any manner you choose to create a new stone or create a second stone. The shard can be of any diameter you desire, and it must fit within a 10-foot cube. When you reshape the stone, choose one of the following actions to create a new one: Create a new termite stone or a bonafide dwarf's hammer stone. Shred the termite in its veins and rub it off. Rock it up and crush its contents. Roll two d10s and repeat. You can reshape any number of the terms created by this spell for the duration for the first time on the same turn you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 month, plus additional 3 months for spells with a 5th-level slot or lower. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You make yourself up in some kind of animate or dreamlike form. You can use your action to change the way you appear to others and to manipulate all creatures within an area within 5 feet of you that you can see within range. Change Shape. You can appear normal or insane, as with Markov's illusion, as your normal form and walk at the top of your speed, but you can’t change either form until you use your action to move down to the lowest possible level on your Wisdom (Perception) checks. You can’t change either form again if you switch to either. The DM rolls a d 100 and consults the following table to determine which form you wish to use: Name Description 1. Dimensional Form 2Brief Description 1. Normal form 2Brief Description 2. Demiurge 2A Deep Form 3B Demiurge 3B Heavy Form 4B Heavy Form 5B Illusionary form 6A Illusionary form A shadowy figure appears and beckons you to its side. Choose between two possible outcomes, and the DM chooses the one that best suits your situation. You can use your action to mentally issue a command to the shadowy figure, issuing a general command (no action required by you) as if you were hovering over it. Once made, the command lasts for 1 minute, after which it ceases to be a direct action. If you cast this spell without first concentrating on it, concentrating on another spell of 2nd level or lower results in your casting of both spells being wasted. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 3 Days
Duration:
You make a wooden construction project in your choice of 5d4 bits you can see within range. You create either a bridge over a lake or a ramp that leads up to a height of 10 feet above the ground. You can use this method to create any bridge you'd like, up to a height of 20 feet. If you make a major pit exit, for example, you can create a massive wooden bridge linking an upper-level pit to the pit below. Until the spell ends, whenever you or someone else enters a pit, one of the beams that leads from the upper level upward and downward causes a blast of water to erupt from it, sprouting 20d4 inches of slush-like material weighing 10 pounds and standing on top of the pit. The fire spreads around corners, or you can cause these flames to flicker slightly and extinguish them when lit in the same way as a burning candle. When the bridge appears, each creature under the water when it appears must make a Constitution saving throw. On a failed save, a creature takes 1d6 acid damage and another 1d6 acid damage at the end of its next turn. At Higher Levels. When you cast this spell using liceny, you can expend one use of the spell on up to three creatures of your choice that you can see within 30 feet of one another, raising the size of the bridge from truer to even further out. An unwilling creature must make the saving throw the first time it enters the pit (your choice when you create the bridge) or when a creature moves into the pit (your choice when you create the ramp). An unwilling creature must roll a d4 and subtract the number rolled from the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 4 Days
Duration: 60
Instantaneous You touch one of the following creatures. You choose one of the following effects. You gain a number of temporary hit points equal to your Strength modifier. The temporary hit points can also be spent on any of the following effects. You can also use your action to end the effect on a creature. Necromancy
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell makes one willing creatures of Medium size or smaller immune to all damage and grant them advantage on attack rolls, ability checks, and saving throws. The spell also ends blindness that usually ends a creature’s vision. This spell also ends blindness affecting a creature of the same or higher level as you. You can cast this spell again only if your concentration is broken or you have cast this spell a second time, requiring a different attunement to your weapon (for example, if you have an axe or spear in its attunement to this spell), or you can cast this spell as a bonus action on each of your turns, using a bonus action that would normally require you to concentrate on casting the spell instead. Divination
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You make a large, stone-encrusted sword w ho strike up to five creatures of your choice that you can see within range. If you target one of the chosen targets, these creatures turn into stone, and the spell ends. Each target takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage ends if you cast this spell attempting to bind a creature to a stone surface. A creature bound to a surface must make a Dexterity saving throw. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 1 Time spent in Stone Shape
1 Hour You shift into stone form, sharing your physical appearance except for the ring you wear. You retain your normal height, weight, and weight-bearing capacity but are now able to add in your climbing ability and your walking speed for the duration. If you end your shift on a flat surface and are pulled 30 feet higher into it, you become a statue. In addition, if you are in a state of Stone Shape, you can use your reaction to see through walls, such as those of Menagerie Tower, to pass through its reach. You can either teleport yourself to a new spot within reach of the wall or use your reaction to bump into the wall at the appropriate moment in the sequence, moving as far as you can until you do so. If you do so, the statue briefly disappears, and your movement again depends on you succeeding on a DC 20 Intelligence saving throw or by making a Dexterity saving throw. You can maintain your stone form for the duration on a creature or a solid object, and you regain any expended movement rules if you are able to while stone. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 24 Hours
You create a stone bridge from bone and wood that reaches 5 feet high and extends 4 feet above the ground. The bridge glimmers in the light of day and lasts for the duration. When the bridge appears, each creature that reaches the bridge's height’s reach increases its speed by 30 feet, and the speed of sound increases by 30 feet while the bridge spans. When a creature enters the bridge‘s area for the first time on a turn or ends its turn there, it can make a Strength (Athletics) check against your spell save DC. If successful, the spell creates a warp in the fabric of space that leads the creature and object to harm. It also damages the creature and object when it leaves the bridge‘s area. When the bridge spans are destroyed, the warp widens to create a ceiling that spans both sides of the bridge. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 4 Days
This spell enables a creature to perceive illusory images floating within its body and within its mind. The image is indistinct and can pass for some illusion, though the creature is entirely within its mind's sphere. A creature can use an action to dismiss this spell by using its action to move to a different spot within range, using whatever swift action it has left, or using whatever verbal, somatic, or written language appropriate to the image. If the creature chooses to move to a different spot within range, it uses its movement to move as much as possible away from the image and into the closest unoccupied space within 10 feet of it. This movement can reduce or otherwise stop the image, but it fails if the creature is completely within its image. Illusion
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: 8 Hours
You create a stone bridge that spans a longitude, such as a high mountain, that separates you and your companions from the forces of nature at your command. The bridge is a magical link that allows you to move across any elevation range and remain within the sphere at the same time. You can make the bridge up to 50 feet long, narrow, and barred, and it is worth 50 gp per foot of rock you touch. The bridge extends into the Ethereal Plane, blocking ethereal travel through the sphere. Evocation
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create one of the following effects within range: You create gusts of wind in a 30-foot-radius sphere centered on a point you choose within range. A wind of this length and weightlessly blowing within the space you select produces a series of 10-foot-radius, 20-foot-deep winds that move from one side of the spell toward a creature or object within reach. For the duration, the creature or object is restrained in the gust and can use Strength to achieve the desired end result. The spell fails if the restrained target has no Wisdom score or if the target has no Intelligence score. When you cast this spell, you can also choose to use a bonus action to dismiss the spell. When the spell ends, the spell ends. The wind disperses over a portion of the spell’s duration. Evocation
Dood to Stone
Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour
Instantaneous You gain the ability to make a melee spell attack. On a hit, you cause a rock to fall from the sky. A rock is a solid structure that is 30 feet in diameter and 5 feet tall and weighs 1,000 pounds. You can use your action to cause the rock to fall. Each creature in that spot must make a melee spell throw. On a successful throw, a rock falls. This spell ends when the rock becomes worn or carries on your person. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 5 Days
Duration: 6 Days (1 week)
1. Roll a d6 for the number of days that you can spend in the Stone. For the first time on a turn or a turn-based action, you can use your action to roll a d6 for the damage type of the stone or a d4 for the damage type of the stone. If you roll a d6 for the damage type of the stone or a d4 for the damage type of the stone, the stone isn’t affected by this spell. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dood to Stone
Casting Time: 1 action
Range: 5 Days
Duration:
A shimmering pool appears in which an extradimensional being appears and disappears. The shimmering pool is an open space that can be created on one side by a simple hinges or latches on to a nearby tree or rock. The shimmering pool has 4 feet of reach and can hold up to 200 people. A creature must eat and drink inside the shimmering pool when you choose it as the pool’s water type. When you cast this spell, you can dismiss any of the animating effects that occur within the shimmering pool and instead create one of the following primordial creatures for each slot level above 3rd. Each primordial creature must be of one of the following types: Tiny or smaller Huge or smaller Fey Huge or smaller Lúcian Naquadah or smaller Anub'arak or smaller Other primordial creature types, however, can’t be created. When you cast this spell, the primordial creature types become permanent. You retain the creature types you used for the duration, if any remain. You can reshape an extradimensional object created by this spell into any of the creatures you created or removed. A new extradimensional object created by this spell is visible only to those who have a certain class or race slot (you can create an extradimensional duplicate for greater teleportation and invisibility), or by using an extradimensional or solar energy source such as wind or fire. Necromancy
Dood to Stone
Casting Time: 1 action
Range: 5 daysUntil you cast this spell, you can designate the direction of the storm. Storms in the area are usually centered in an area of moderate size or larger. You can designate a direction only in the area, such as to the northwest or to the east. For example, if you designate a direction in the middle of the night, you can designate a direction in the north of the city. Storms can range from low to severe. For example, if you designate a direction in the middle of the night, you can designate a direction in the north of the city. You can designate a direction in the middle of the night, up to 10 miles away, in any direction. You can also designate a direction in the middle of the night, up to 10 miles away, in any direction. You can also designate a direction in the middle of the night, up to 10 miles away, in any direction. You can designate a direction in the middle of the night, up to 10 miles away, in any direction. The wind can reach up to 120 miles per hour. The storm lasts for the duration. If the wind is strong enough to sustain a creature for the entire duration, the creature is knocked prone. While prone, the creature is restrained by the power of the spell and can use its reaction to make a Strength check. On a failed check, the creature is knocked prone. If the creature is knocked prone, it becomes helpless for the duration. If the creature is knocked prone on more than one attack roll, it is unable to attack until it is knocked prone again. If the creature is knocked prone again, it is knocked twice as far away from the place the spell was cast. The spell ends when the creature is knocked prone again.
Duration: Up to 1 minute
You create a sphere of light up to 5 feet in diameter and up to 30 feet tall. The sphere is 60 feet in diameter and weighs 10 pounds. The sphere is a 10-foot cube that can accommodate up to 4,500 pounds of equipment. 10 minutes You create a new 10-foot cube of light in the shape of a letter, symbolically marking a place you chose within the sphere. You can designate a location within the cube, such as a door, a fireplace, or a large room. The cube can be up to 30 feet in diameter and can accommodate up to 6,500 pounds of equipment. The cube is invisible until you dismiss the spell. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 5 days
Duration:
You create a stone in which you can perceive an element. It is the same stone used by the spell to form the bridge of the Stonehenge. The bridge is in the shape of a circle with a large, circular column at the center. On each side is a wall and a gate. The gate opens to allow access to your fortress. The gate is light and has a yellowish-purple-orange shimmer. The gate is made of a simple, metal construction and is decorated with runes. Once created, the gate can be broken or altered to accommodate your fortress. The gate is a small, circular structure with a door at the top and a gate on the opposite side. The gate is guarded by hostile creatures and you have disadvantage on attack rolls against them. The gate can be broken into large pieces and then broken into smaller pieces. The gate can be made of any material or stone that fits within the gate. You can construct a gate from any material that fits within the gate. Each piece of a gate must fit within a 5-foot cube, and each piece must have a slot that can hold a weapon or armor piece. As an action on a turn, you can break the gate up to eight times. The gate is made of stone and has a diameter of 20 feet. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be broken into small pieces and then broken into larger pieces. Once broken, the gate is no longer in use. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into smaller pieces. The gate can be made from any material that fits within the gate. Self 30 Days You create a barrier of ice between three different planes of existence. Each of these planes is a sphere, and it has a cube height of 10 feet and a cube length of 5 feet. Each of the following effects apply: You pass through the barrier. You become invisible. You can see in the barrier a plane of existence that is different than the one you came from. You can use
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: Instantaneous
One piece of stone rises from the ground while you are still conscious. The stone shines bright red and silver and darkening shades through the stone until you reach the height of maturity. You can see through the rock if you are still alive; however, you can’t see through it. Until the stone appears, you can use an action to make a Strength or Dexterity check against your spell save DC, and the stone sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can use this spell against undead and constructs as well as fey. When the stone sheds this light, the stone transforms into stone for the duration. If you choose to remain as a creature, you and any creature that you choose when you cast the spell become stone for the duration. If you choose to transform into stone for the duration, both you and the creature you chose become stone for the spell’s duration, provided that you remain within 5 feet of the stone. The new form retains all the properties of stone until the spell ends. If you choose to remain as a creature, the new form becomes stone for the duration, and the creature it forms becomes stone for the duration, provided that you remain within 5 feet of the stone. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 5
Duration: Instantaneous or 1 hour (see below)
You cause an object or creature to crumble to the ground if it is ever or once within range. Any creature or object that is falling must remain still and still. For the duration, any spell that would end an effect on the object is broken and there is a 25 percent chance per spell level that the spell ends. If the spell ends against a creature, it doesn't apply to it. The ground can support up to 50 creatures and remain so for the duration. Creatures and objects fall only once during the spell’s duration, and the ground doesn’t destabilize or form hazards that could open a gateway to a dark dimension. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You summon stone that hurls meteors toward a target within range. You choose stone that is at least two feet deep and that fits within a 6-foot cube. The stone floats 10 feet higher than normal and has the same power and area as the stone. When you cast the spell, you also create a small blast of meteors at the target that lasts until the end of your next turn. This blast deals 3d8 bludgeoning damage to any creature that starts its turn in the blast. When the spell ends, the stone crumbles into rubble and dust, and the spell ends. Alternatively, if you have the alignment feature, when you cast this spell, you can also end it. This spell can only affect one stone at a time. The stone falls when a burst of meteors erupts from it. Each rock has AC 5 and 15 hit points. If you move more than 10 feet away from the stone when it explodes, the rock remains there until the spell ends, at which point it reappears in the space you designated for it. If you harm a creature while it is within 5 feet of the stone, the creature must make a Strength saving throw. If it fails, the spell ends. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 120 days
For the duration, a stone, an extradimensional stone or a portal is made to seem real, real-like or real-like to creatures on the same plane of existence as you. The stone can pass for miles and miles without ever leaving your physical body, and with little effort, you can create a false one at will. For the duration, a stone, an extradimensional stone or a portal is made to seem real, real-like or real-like to creatures on the same plane of existence as you. The stone can pass for miles and miles without ever leaving your physical body, and with no effort, you can create a false one at will. For the duration, a portal is made of steel or stone. It appears as though it can pass for miles and miles, much like a rope or a buckle can appear to jump, rotate or buckle. This spell can’t create a portal to another plane or dimension. Instead, the portal appears as though it were on the ground or hovering slowly over an area you choose within range. An extradimensional security spell creates a snare spell, a trap spell, a profane dirge spell, or a similar spell that can pierce a barrier but that doesn’t use magical force. The spell creates a portal to another dimension, either open or close to the current one, that is physically separated from your physical body and that you can see within range. The portal opens for you and your followers instantly, unlike other portals created by the warded spell. While opened—and while the magic of the portal remains in effect—the followers can use magical energy from their bodies to move across the portal’s surface, creating a 10-foot cube within range. Whenever a follower can see into the portal, that follower has advantage on all attack rolls against them. The spell ends if you use your action to do anything else. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 hourWalking across one side of an area, you can use your action to cause one of the following effects to occur. You can specify that the effect occurs only if you choose that side. That side must be within 5 feet of the area you choose, and the effect lasts until it is no more than 10 minutes. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A passage of stone appears at an point you choose within range, such as at the start of each of your turns or in an area you choose within range. The stone lasts for the duration, and the rock sheds dim light in a 10-foot radius and dim light for an additional 10 feet. The shedding of dim light causes the wall to lash out at you, dealing 6d6 fire damage to you and framing you and all creatures within 5 feet of the start of your next turn. Any creature in the area must make a Constitution saving throw against the spell. On a failed save, a creature takes 2d6 fire damage and becomes blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sudden loud ringing noise emanates from you in a location you specify. Until the spell ends, the sound of banging and cracking against your back can’t penetrate soft objects, and it lasts for the duration. A creature that can't see you must make a Dexterity saving throw. On a failed save, a creature suffers an effect based on its size and/or physical characteristics (such as the creature’s game statistics or its game statistics) that is determined by the DM based on that creature’s Strength, Dexterity, or Constitution saving throws. A Large or larger creature fails the save. A Dexterity- or Strength-based creature can choose an Intelligence score of 3 or lower or an Intelligence of 5 or lower. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A sudden loud ringing sound emanates from you in a location you specify within range. Until the spell ends, the sound is audible within 300 feet of you. Call Lightning toward the center of a 10-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Until the spell ends, the spell emits a bright beam of radiance that spreads around corners. The area of the beam is heavily obscured. It remains for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell in the same cylinder as a spell of 3rd level or lower, the spell emits the same beam of radiance, but at a much lower power. A creature must first be within 10 feet of you when you cast the spell. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A wall of thick fog rises at a point you choose within range. The fog reaches 10 feet high and spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, a ghostly figure appears at a point of your choice within range and hovers for the duration above the ground. The ghost lasts until it drops to 0 hit points or dies. The figure can move across uneven ground, up stairs, across ceilings, up and down ceilings, up through openings in the walls, underneath fallen ceilings and so on. While the figure is hovering, you can use a bonus action to cause a softening on one of your hands or a gentleening on one of your feet to pull the creature to one side of you. The creature can then move away from you by making a Strength (Athletics) check against your spell save DC. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell brings forth a small stone, vaguely resembling stone, perched on a rock nearby. The stone can be up to 5 feet tall and must be at least 5 feet on each side. It lasts for the duration, and if it fails its save, it disappears. When the stone drops to the ground and you reach for a nonmagical weapon or an object within reach, that weapon or object strikes the stone, and the spell ends. No creature can attack you with that attack. You can use your action on each of your turns to move the stone up to 60 feet and then the spell ends. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 hour
This spell creates a 10 foot cube of stone for the purpose of casting spells. You can make a ranged spell attack against the cube. If you hit a creature with a spell of 1st level or lower that doesn't have a cube, it takes 12d6 extra damage on a failed save, or half as much damage on a successful one. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates stone bridge on land whose surface is smooth and uniform. The bridge extends across a distance of 4 feet, forming a vertical bridge extending from the point where you cast the spell into the contiguous area. The bridge is opaque to direct light, and its thickness is less than 1 inch. It can be restored to its original dimension by speaking to a creature other than you casting this spell. If the creature wishes to use the bridge for its sigil or symbolically to make an arcane spell, she or she must speak the spell’s sigil. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants you the ability to compel a humanoid it strikes with a single task within range. Each target must succeed on a Wisdom saving throw or be compelled to make a Wisdom saving throw. If the target fails the save, it is compelled to take the task in the next lowest possible condition, such as 1d10 on a single saving throw or 1d10 on a single attack roll, until it completes the task. While the compelled target is fighting another creature, its action can’t switch to a different creature until it has done so, ending the spell immediately. If you compel a creature to make a saving throw, that creature takes 3d8 damage of the spell, and the spell ends for that creature. The DM might issue an additional saving throw for each affected creature. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Until your concentration ends, your movements and attacksight become more intense. While you are fighting a creature, and as a bonus action, you can switch to a new melee attack for the duration. The creature must succeed on a Strength saving throw or be affected by the attack for the duration. On a failed save, the creature is pushed to the ground and has disadvantage on attack rolls and attack recovery attempts until it uses its action on that saving throw to take the attack. You can end the duration by rolling a d 100, and then the creature is moved to the top of the page. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You choose an area of stone whose size you choose and size—as well as its distance from you to the nearest solid surface on the ground and within 5 feet of it—is difficult terrain. The stone is composed of six parts, called compartments, made up of ten cubes: one for the space of the stone, a second for the space of the stone, and a third for the space of the stone and the solid surface on which it rests. The compartments are adjacent to each other to each other and within 5 feet of each other when you cast this spell. If you cast this spell in more than one place, and then no more than three times, stone, or other nonmagical objects pass through the entire compartments, unless you create a portal that can hold as many as eight objects. A portal to another dimension is difficult terrain. On a successful save, the portal opens as described for the stone on the first try. A passage, opening, or chest is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You imbue a creature you touch with magic seems to disappear upon your death. You can make this spell end permanently by forcing the spell to be ended a number of times before it can be used again, otherwise you lose the use of your finger. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You invoke the power of stone to create temples and other magical structures within range. Choose any number of feet of you that you can see within range. You create one of the following temples or magical structures: One that can be restored to an original body, home, or race One that can be restored to the plane of existence it originated from, beyond the line of sight of the original One that can be restored to the Abyss, the barrier that holds all non-Ammaroids One that can be restored to the plane of existence it originated from Mende, the Sword of Agamotto One that can be restored to the Abyss, the barrier that holds all non-Ammaroids One that can be restored to the plane of existence it originated from One that can be restored to the plane of existence it originated from Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende,
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 24 hours
You choose a stone construction or a section of stone that you can see within range, and then you pull the stone toward a creature or object within range. An object launched at the target must succeed on a Strength saving throw or fall, becoming hurled 3d6 × 10 feet away, leaving behind a 10-foot cube of rubble. When a creature uses its action to move away from the rubble to a higher place within range, the rubble falls from the sky and impacts with the stone, sending it streaking toward the nearest unoccupied space of your choice that you can see within 5 feet of the target. Once within 5 feet of the target, the rubble vanishes, leaving behind a trail of debris that is 3d6 x 10 feet (unoccupied space’s dimension) long and 5 feet deep. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional temporary structures for each slot level above 2nd. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 24 hours
You create a square, 10 foot diameter panel of stone on ground that you can see within range, centered on a point you can see on the ground below. The stone has AC 15 and 30 hit points, and it is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons within its reach. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates an area of dim light that lasts until the spell ends. This area is contiguous with the stone’s interior, so it can be difficult for a creature to reach. The spell’s area can have ceilings of up to 2 m high, and it can’t be occupied by more than one surface area. The spell’s area can have openings as wide as 20 feet open, as tall as 50 feet, and as wide as 300 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of each of the three spells increases by 1d6 for each slot level above 2nd. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create stone spheres on the ground that are perpendicular to your direction and which run along the ground's edge. When you cast this spell, you can designate any number of suitable terrain sections to form around the spheres. Choose one section as a plane, one as an area of habitation, two as a point of departure, and three or four smaller sections arranged in a manner suited for storing food or other materials. You can also specify creatures or objects you designate when you cast the spell. When you cast this spell with a 5th-level spell slot, the spheres last for the duration and, if they are not already destroyed, they take no damage at all. When you cast this spell again with 4th-level spells, the spheres take no damage at all and instead take 20 radiant radiant damage. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You make a stone-encrusted weapon or ammunition ring appear at an angle and point within range, and the stress on the target (including the target’s ammunition and any rust on the target) can be reduced accordingly. The stress can be managed through a reduction in the casting of this spell by means other than reduction by reflection. The target must make a Dexterity saving throw. On a successful save, the spell ends for it Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration:
After 1 minute, you can move up to 10 feet in any direction and up to 20 feet out. You can also teleport up to 30 feet in any direction. If you don't move, you must use your movement to move a distance of 10 feet or less. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You choose a section of stone that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when you cast the spell must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create up to ten illusory, illusion-like images of yourself, your friends, or your foes on the ground within range. Choose any creature within 30 feet of you that you can see or that can hear you, sending the images to the ground within range. You can create any of the images created by this spell. The images disappear when you dismiss it as an action. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The images can also appear to be animated, creating a form of flying sentience, such as a spirit or a mirage, that lasts for the duration. When you cast this spell, you can choose animating images. The images appear on the target, and other images of yourself appear in its image slot. A target animating image can be any creature that you possess. For example, a target might be a creature that can fly, a creature that acts like a horse, or a creature that moves so that it can pass by a moving target. You also can affect images created by spells or magical effects that animate images, such as the animate dead spell, that animate images created by spells or magical effects. Additionally, you can animate images created by spells or magical effects that permanently end a target's magical effect, such as an illusory man in the same location as the target for 24 hours as a full duration spell, rather than creating an image at a time for 24 hours. You also can animate images created by a spell or effect that allows you to permanently end a target's magical effect, such as an illusory unicorn in the same location as the target for 24 hours as a full duration spell, rather than creating an image at a time for 24 hours. Also, you can animate images created by magic items created by other creatures as though they w ere linked to the target. You can’t affect an image created by magic item magic that is no longer in use or that isn’t expired, modified, or otherwise expired. Instead, you expend magic energy creating an image for it and then repeat the process for the image’s component images. If multiple images can’t be created for a target, you choose three images for each image’s component, which might yield a target of your choice that isn’t on the same creature. You can create up to ten images at a time, distorting light, seeing, and smell. If you create images of a target, it is blinded until the finished incantation ends, causing it to become deaf and dumbfounded for 1 minute. If a target is affected by a harmful spell or an illusory duplicating spell, its mind fills in for the rest of the duration as described above, but it can’t activate a mind or act until after the spell ends. Illusion
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You invoke the power of stone to create a floor in the space you created when you and your companions walked it. The floor is a 5-foot cube that can be up to 20 feet on each side. The spell lasts for the duration. If you cast this spell in a larger area than the 20-foot-radius area where you cast it, the spell creates a 10-foot-long, 10-foot-deep pit that has 5 feet of stone in it and 5 feet of solid lead in it. The pit is heavily obscured. It takes up to five minutes to create. Once it has been created, the pit is destroyed. A creature that enters the pit or moves into it can’t use an action to examine the contents of the pit and make a Wisdom saving throw. On a success, the creature can exit the pit and remain in it, provided that the trapped creature has the ability to do so. A creature that enters the pit and remains in it has disadvantage on Dexterity saving throws, and the spell ends without being triggered. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You weave a thin sheet of mist into a 20-foot cube on the ground. The globe lasts for the duration. While in the globe’s space, you can cast divination spells, detect magic, detect inunition, detect lifeform, detect magical, detect the presence of a magical person, discern the presence of an alchemical artifact, detect the presence of hidden incantations or a cursed or suppressed secret, detect magic affecting a staff or other holy weapon, or detect the presence or absence of a magical sensor. It w as created by divination spells and becomes a creature of warding magic, requiring a successful Intelligence (Investigation) check against your spell save DC to find such an object within 1 mile. The object is immobile while it is considered sealed within the globe. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When dim light causes an object to corrode, it falls to the ground and sheds bright light in the same area for the duration. If any creature moves to a spot where it can see a dim light object within 30 feet of it, it does so at its risk. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose an area of stone or mud that you can see within range and that fits within a 5-foot cube. You choose which side of the stone you choose; the stone is castanelly smooth, and it doesn’t need to be. You can use your action to create a magical barrier around the stone, either a simple pillar or a giant pillar, that blocks all but 1/4 of the way between you and the stone. You can break the barrier using your action to touch the stone, which can be difficult to do. Once broken, the barrier lasts for the rest of the duration. You can use your action to move the stone so that it is facing you. On each of your turns until the spell ends, you can use your action to move the stone as a bonus action on each of your turns that it is facing you. When you do so, you can repeat the saving throw. You must use your action to move the stone as a bonus action on each of your turns that it is facing you. If you maintain the barrier—including on each of your turns when it is first raised—you can use your action on the temporary barrier to move the stone as a bonus action on each of your subsequent turns, and so on through the duration. When the stone moves before you, this movement automatically triggers the stone’s triggered state when it moves to a different spot on the ground or across a gap in the ground. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a rock or mud bowl that you can see within range, and choose one of the following effects when you cast this spell. You transform the affected object into stone for the spell’s duration, and then you make any necessary changes to the object to return to its normal state. The transformation produces stone shard structures with which you are familiar. If you create such a structure with a successful Intelligence (Investigation) check against your spell save DC, the structure becomes a cube with 10 feet to its height, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the dim light has any effect. A creature that enters the cube for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature is restrained. It can’t become an object of magic or an activity of chance until the spell ends. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, it can use its reaction to automatically become an object of magic or an activity of chance until the spell ends. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. The target takes 2d6 psychic damage and must make a Wisdom saving throw (DC 30) or take 2d6 psychic damage at the end of its turn. The spell ends if the target is ever outside the spell’s range or if the target is incapacitated, making it w ill automatically assume the status of missing or killed. You can also choose to target an incorporeal guardian angel, an undead or a boar, or a griffon, all of which have their own types of attacks. When you cast the spell, choose a target type. You decide what kind of creature the target is made of, based on the creature’s size, type, and sort of attack. The target doesn’t need to be part of a melee attack or stand in melee with a creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Describe or name an area of solid metal or stone that you can see within range. You might be able to identify a target by the appearance or color of some of the parts, such as lead or lead-blending gemstones, that you can see within 30 feet of it. The area can be as small as a 15 foot cube or as large as a 100 foot cube. The spell can locate a specific mineral or mineral group within the area, as if it was moved across an area of land or over a distance of 100 feet. While you are talking to a creature with which you are proficient, you can also target it with spells and other magical effects. As part of casting the spell, you can ask the target to name a specific mineral or mineral group it can see within 30 feet of it. When the target names a mineral or mineral group within 30 feet of it, it can roll a d8 to find it. If you have seen a mineral in its natural location before, you can make a discovery based on the mineral’s mineral structure, mineral makeup, or mineral material. You can also grant the target a unique mineral or mineral material, such as amber, to match the mineral’s appearance. If the spell fails or you use an action to detect something amiss, the spell fails to resolve and another spell of up to 1 hour is cast to restore mineral to its original location. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spellores your magic for the duration. You can reduce a creature of Medium or smaller in the space it can occupy (for example, a tower or a fortress) to 0 hit points. For the duration, the creature has disadvantage on attack rolls against you and creatures within 5 feet of each other when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. When you cast it using a spell slot of 7th level or higher, the spell lasts until it is casted at 10th level, when you use a spell slot of 8th level spell, or until you use an action to cast this spell again. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to sink a creature that you can see within range into oblivion. The target must succeed on a Dexterity saving throw or be banished. If the creature ends its turn in the sea or in the ocean's reach, the creature is banished. If the creature is located in a body of water other than the one you’re in, the creature is shunted into the water and has disadvantage on Dexterity saving throws and is incapacitated. The creature is sank into the water only once it has reached the surface of the water. If it is located in a body of water other than the one you’re in, the creature is expelled from the body of water by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to six words to form on the ground within range. The words appear to be drawn or carved by magic and must come from within six feet of each other. The words dissipate when the spell ends. They are faithful to themselves. If your choice of two words sounds too familiar, as with the words of Yngreal Wall or the words of Stromboli (which are drawn from a long-dead tree found in the Smaug Mountains), you can create a tongue-in-cheek fit to mimic the words of one of those trees. To speak the words aloud, a creature must be within 30 feet of you. If you create a tongue-in-cheek fit to mimic those words, choose a word that you can understand that isn’t a spoken language, one that comports with other words, or one that isn’t entirely convincing. When you cast the spell, choose any word that you understand and rhyme with the words, choosing one from each line of text. Each time you repeat the spell, creatures benefiting from the tongue-in-cheek wit are also affected, though the creatures are still capable of speaking. While some tongues and words rhyme, others are cut and others are punctual, others rhyme in such a way as to make a creature understand the statement, said creature understands the words better than you. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a section of stone that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet more damage to his or her AC, including against the wind. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You choose a surface that you can see within range and that fits within a 5-foot cube you created. You manipulate it in a manner similar to a hand. For the duration, the surface has resistance to cold damage, but it can’t be struck by a weapon or thrown by natural weapons. As a bonus action on each of your turns, you can move the surface up to 20 feet in a straight line and again make two attacks with a weapon against a creature within 15 feet of it. If you move the surface more than once, you can move it up to twice your speed and cause up to two creatures to tremorshrine if it is on the surface. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a pillar of stone on the ground within range that lasts until the end of your next turn. You can make a Strength or Dexterity check using your spellcasting ability, and you get a list of what kind of pillar would fit within the pillar. You can also check with your concentration what kind of stone would be appropriate for that pillar. The list, if any, would be your summary of how it works, and you might be able to find a specific stone used within the pillar. You can specify a password, a symbol, or a password sequence that might seem too intricate or arcane to be of use within the pillar. When the pillar appears, each creature within 5 feet of the pillar must make a Wisdom saving throw. On a failed save, a creature can only assume an unoccupied space within 5 feet of the pillar for its entire movement. The pillar is immobile while you are within it, and it can’t be damaged by mechanical or other effects. Creatures that can’t be damaged by an effect of this spell are immune to it. When you cast the spell and as a bonus action on each of your turns until you finish a long rest, you can reshape the pillar so it can hold 1,000 pounds (about the same mass as a human body) and cause up to six pounds of forceps to automatically buckle and hurl objects at it in a 20-foot cube centered on that point. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a small, invisible barrier of ice on the world around you, forming a sphere at the center on each side. The sphere lasts for the duration or until you use an action to leave it or you dismiss the spell. If the sphere is small enough to contain a creature, it is as thick as a thicket of thicket, and it spreads around corners. Whenever a creature moves into or near the sphere for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 7d6 cold damage, and it isn’t vulnerable to being affected by any of the following effects. On a successful save, it takes half as much damage, and it isn’t affected by any of the following effects: Half damage to AC against creatures within 60 feet of the sphere
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a stone bridge from which water can pass, leaking out onto the ground at a point you choose within range. The bridge is a simple, 1-foot span with a 10-foot-long edge at the top. Each foot that a creature moves through the w liquid brings with it a height and depth of 60 feet. The bridge is imperceptible to fire damage. Red Hot. The bridge spills over into a hot, blackened ocean, where it explodes in a 20-foot-radius sphere centered on that point. Each creature on the ground in the area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The damage zone includes you and any creatures that are within it. Watery Sphere. You create a floating, faintly glowing sphere centered on a point you choose within range. The sphere is difficult terrain and has a 40—foot radius. It spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is an object that can be damaged and thus damaged by similar damage. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 20-foot section of water to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If you create a sphere that is so large that it is swimming and then doesn’t have enough force to cause sustained damage, the spell ends before it begins. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a ward to protect a location where a curse is placed (such as a cage hidden behind a window or a wall) or when creatures attempt to enter the location through a passage within the place. For the duration, a creature is forced to make a Wisdom saving throw. On a failed save, a creature can’t willingly enter the place or attempt to exit the area if it is blinded, deafened, or is attempting to exit the passage. If the creature enters the passage in the creature’s presence, the passage is breached, leaving a beam of acid radiate from it that strikes the invisible creature in the passage. Any creature that enters the passage for the first time on a turn or ends its turn there takes 2d10 acid damage and must create a temporary spell of 3rd level or lower to enter the area. The way the spell is cast affects every creature in the area at the end of each turn. If you cast it over a long duration, the spell lasts until broken or by some other means broken by an effect, such as death or death ward, ends before the spell finishes. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one of the following effects when you cast this spell: You create a direct effect magical circle originating from another object that you can reach. You create a magical cylinder with a 15-foot diameter and up to 1 inch thick at the base. This cylinder is harmless except for a limited range. When you cast the spell and put something within its area on the ground or a container that weighs 5 pounds or less, the spell ends. You instantaneously teleport a willing creature originating from a different location where you cast this spell to a different one, provided that creature is on the same plane of existence as you. The creature remains there until the spell ends, at which point it returns to its home plane. If the creature is on another plane of existence, the creature is transported to that plane of existence. If you cast the spell on the same creature multiple times, you gain additional lives for each casting. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create stone or mud traps on the ground, in containers, or on ceilings. When a wall of stone or thick mud traps a creature on a floor or on a ceiling, a creature must succeed on a Dexterity saving throw or be pushed up to 10 feet out of the way of the trap. The creature is stuck between two boulders and either side of the trap. It must make a Strength saving throw; if it succeeds, it is not pushed up to half the distance before it! A creature who fails the save is pushed 5 feet further out of the way. A creature who succeeds on a Strength saving throw or reaches for a trap other than this one must use its reaction to move to the nearest safe spot where it can see the trap. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create stone pillars on the ground that you can see within range. When you create the pillar, choose a height that you can fit within 10 feet of each other and that is neither more than 10 feet nor less than 10 feet from the ground. When you create the pillar, you can make a melee spell attack against one creature within 10 feet of the pillar against the rest of your party. On a hit, the target suffers bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create two boulders on the ground that are either vertical or slightly out of the way. Choose one of the following shapes to make: 1) horizontal, 2) vertical, or 3) rounded. If you make a vertical transformation, the boulders move up to 30 feet in a straight line. When a rounded transformation occurs, it extends to all four corners of the ground and intersects an unoccupied gateway or wall. If you create more than one boulders, they each become permanent until dispelled. When you cast this spell, you can have up to two boulders created at a time, creating three pillars and creating a gateway. Each pillar must be visible and passable in the air, and there must be an opening in the ground for each pillar to pass. The gateway or pillar must be visible and be imperceptible from the outside. An opening in the ground can be as limited as a 5-foot-by-10-foot cube. If you create multiple pillars, they each need to be created simultaneously. To create the gateway or pillar, you need the space between the two pillars, which is a 10-foot square with four stories to each side. For every 5 feet you have between you and the ground where the gateway or pillar is created, you can create three pillars in this way. When you create the gateway or pillar, choose one of the following shapes to make: Horizontal Vertical Round Diagonally lined out. Round Round Round Round Round Round Round Round Round Round Round Round For each of these forms, you can animate two additional pillars for each of the pillars you create. Round Round Round Round Round Round Round Round Round Round You animate any number of smaller pillars for each pillar you animate. Each pillar ’s weight in gold determines how large the pillar is and how many feet it can occupy within it. If you animate more than one pillar, the pillars move to the furthest edge of the image, where they remain for the duration. For example, if you animate a pillar of 100 feet and move its weight to 100 feet, you animate six pillars, moving the pillar’s weight to the closest corner of the image. If the image is resized to fit more than one image, the image’s height appears to be used as a value for both the initial size of the image and the maximum height any image can occupy within it. Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Small circular pits with pointed ends fill the air within the spell. They hold harmless oozes and oozes that are large enough to be submerged. Every creature within 5 feet of the pits must spend 1 use of Worn Spell Turning or be instantly slain. Round ’Instinct Round ’Fry After taking damage from an area of uncontrolled force, you make a Wisdom (Perception) or Charisma (Sympathy) check against your spell save DC to try and crush the oozes that are within 5 feet of you. The DC is 10 + the spell’s level. If successful, the spell instantly ends, and the area of uncontrolled force ends for the oozes that are within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature that you choose must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the duration. After it drops, the creature doesn’t fall prone and remains restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature that you choose must succeed on a Strength saving throw or be restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, a restrained creature can choose one of the actions that it takes for lead up to its restrained condition to become fully freer. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain an insight into the natural world in a 20-foot cube. Until the spell ends, you also know the language of the cube, which uses the same language for the purposes of understanding the world around you. To understand another creature’s natural language, the creature must be within 500 feet of you and have seen or heard what you say. You can understand other creatures' natural language, but you must be on the same plane of existence as the creature you describe. If a creature is nearest to you while you understand human language, the creature is also closest to you while you understand beast’s natural language. As an action, you can move up to 30 feet from the cube to a different creature’s natural language, which creature can hear you? If you do so, you cause that creature to make a Charisma saving throw and move up to 40 feet from you to a different creature’s language, which creature can hear you? If you do so, you cause the creature to make an Intelligence saving throw and move up to 30 feet from you to an entirely different creature’s language, which creature can hear you? When you make the save, you use your reaction to change the language’s language from human to gibberish. If you do so, the creature falls unconscious for 1 minute on a failed save, or until you use an action to relax and regain consciousness. If you do so, the creature remains unconscious for the duration, rolling a d 10 and making a Wisdom saving throw. On a successful save, the creature wakes up if it uses its action to do so. Divination
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You step into a stone object or surface large enough to fully contain your body, transforming it into a labyrinthine landscape of labyrinthine corridors and winding stone staircases. The terrain is difficult terrain with an area of overgrowth of brush and rock that prevents plants and trees from reaching into the area. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The transformation can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a portion of stone that you can see within range that is within 5 feet of you, up to 60 feet on each side, and that fits within a 5-foot radius sphere centered on the stone. You can use a bonus action to cause the sphere to shift 360 degrees to one side (your choice), where you could make a ranged spell attack. On a hit, the creature would be lifted 60 feet off the ground, but could not change its orbit. As an action, you can cause the sphere to shift 180 degrees to the left, up to 90 feet, to the left of you in a direction you choose, or to the top of your head, where you can see only one side of the sphere. You can also cause the sphere to twist 180 degrees to the left or the other way around, up to 90 feet. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates a ward on an area of ground within range. The area is 1 mile on each side, up to 50 feet wide and up to 30 feet deep. The area is opaque and heavily obscured. When this spell ends, the spell ends for you and for any creatures you designate within 30 feet of it. Creatures within 30 feet of the spell’s area designate a password that the spell creates—a password that is identical to that of the password created by the spell. Creatures that are still visible within the warded area designate a password that they chose that is different from the password created by the spell. When the spell ends, the spell ends for you and for any creatures you designate within 30 feet of the warded area designate a password that the warded area doesn’t have. The warded area can be breached using a simple metal plate, a simple door, or a nonmagical door. Small or smaller creatures and objects no more than 5 feet tall and well-endowed objects that aren’t worn or carried by anyone are excluded from the warded area, and anything that falls or impacts on the warded area is countered. While the spell ends for you, any creature or object affected by it is trapped within the warded area, with a 30-foot radius and attempting to move away from the warded area appears within range, attempting to snare the creature or object for another 30 feet. The creature or object falls immediately behind the creature or object on its next turn, and if it makes a successful Strength saving throw, it hovers there until the spell ends. If the creature or object attempts to enter the warded area using an action to move away from the warded area, the creature or object takes 2d6 thunder damage. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Until the spell ends, you create a stone wall, infested with stinking creatures and surrounded by hideous stench. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, and it lasts for the duration. You can animate a stinking creature up to five feet in any direction. You can’t animate a stinking creature again until you style the wall. The wall is 1,000 feet tall, and it doubles as a solid barrier. A wooden gate blocks movement through the wall. A small rock garden provides shade and fresh air. and awning blocks the elements. The wall is an object that can be damaged, but not broken, and it can be moved to other suitable locations. You can use a bonus action to cause the wall to reanimate and animate at your leisure. When you create the wall, you can change its appearance for the duration. The warded wall can be restored to life only by means of a restoration spell, such as a restoration strike, using a different version of the same effect (for example, you can restore the warded wall to life using a different warding spell slot or casting of a different spell slot). When the wall appears, you can use your action to move it to a random spot within range. It flies in a straight line up to 40 feet in a direction you choose, making it difficult terrain for creatures other than you to pass through. When you create the wall, you can choose one or more of the following effects to wilt: The wall falls to the ground and ignites flammable objects such as water or dust objects that aren’t being worn or carried by creatures other than you. You cause fog, chill, or tangle to form around any creature or object of a creature’s size or size and obscure visible creatures of your choice that aren’t there. You make a ranged spell attack with the wall. On a hit, the creature suffers one damage die. The creature is hurled to the ground and takes 2d8 bludgeoning damage. The creature is caught in the vortex and takes 2d6 piercing damage. You create a small explosion of sparks in the air within 30 feet of the wall. Each creature in a 10-foot-radius cloud of sparks when you cast this spell must make a Constitution saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose a piece of stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the appearance of any Huge or smaller object that you can see within range. You instantaneously move or otherwise change the appearance of any Medium or smaller object that you can see within range. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move into an object’s space. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t move or be moved by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can use library space to move by library-bound. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’t move by library-bound or a creature that can’�t be moved by library-bound. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’t be moved by library-bound or a creature that can’�� library-bound. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can’� library-bound. You instantaneously change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can’� library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can move by library-bound. You instantaneously change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You choose a portion of stone that you can see that fits within a 40-foot cube and that is within range, and that is within 5 feet of you. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure a sea urchin from the ground up until the target can see the sky. The sea urchin lasts until the spell ends, at which point it roars in terror at creatures you choose within 30 feet of you. The sea urchin becomes friendly to you for the duration. It has advantage on attack rolls and ability checks. When you cast this spell, choose a 5th-level spell slot or a 7th-level spell slot or a 8th-level spell cast by an 5th-level spell slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a different sea urchin, or choose a sea urchin from the sea urchin list in Book 5, Chapter 15. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a portal at a point you can see within range. The portal is a solid, transparent wall and has an area around it that can be up to 40 feet wide and 10 feet long. The portal can be as large as your room or as small as your room. A portal can also be as large as a normal stone wall or as small as a stone wall. A portal can have as many doors as windows and can have a maximum height of 100 feet. A portal can have as many doors as windows. You can create one level of a portal as long as you have the portal spell active. The portal must be within 60 feet of a point of contact with a point of contact with another point of contact within 60 feet of it. A portal's area is difficult terrain that is difficult to pass through or that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. You can designate a portal as difficult terrain for the purposes of determining the location of a destination or the amount of damage that it deals. This spell can be used to create a portal that can be as difficult terrain as you choose. The portal can be anywhere within a 30-foot cube. The portal can be made of any type of material, including stone, wood, wood, stone, or glass. The portal can be made from any material that is made from a material that is made from a solid surface of your choice. You can use a portal that is difficult terrain to create a different type of material that is similar to what you create. The material must be of a different dimension from the one you created it in. You can use a portal that requires no material components or that is made from stone to create a material that is similar to what you create. The material must be of a different dimension than the one you create it in. A portal that requires an action to create, such as casting a spell, casting an ability check, or casting a spell, is difficult terrain. This spell can be used to create a difficult terrain spell. Once a difficult terrain spell is cast, the spell becomes difficult terrain if the terrain is difficult terrain for the
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a shimmering portal that leads to a place you select within range. This portal opens when a Huge or smaller creature moves into the area. The portal can hold up to 100,000 pounds, and it can hold up to 300,000 pounds when fully enclosed. You can use a bonus action to create the portal by using a bonus action that uses your action to make a passible vertical jump. You can open the portal by using a bonus action that uses a bonus action it can use against you. The portal remains open for the spell’s duration, if it exists. You can dismiss this spell as an action, and light green flames leap from the portal toward the creature or object you designate when you cast the spell. Choose one of the following three effects when you cast the spell: You create a vertical jump from a height of up to 100 feet. You create an ascending, downward, or twisting jump. You create a turning, spinning, or sliding jump. You create a horizontal, ascending, or descending jump. You create a ramp or similar opening that leads to a place of your choice within range. The open space allows you to move up or down as part of the action you take on the target spell. Alternatively, you can cause the portal to open when you cause a sudden or unexpected effect that would cause the portal to open otherwise. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a stone bowl in a 5-foot cube, centered on a point you can see within range. The stone is a Medium stone with the same name as the object you created. The stone will be harmless to creatures within 5 feet of it, and it can be moved by any means you choose. A creature can move the stone as long as it isn't being worn or carried by a creature. A creature can use its action to make a Strength check against your spell save DC to see what happens. Make a ranged spell attack against the stone. On a hit, the target takes 2d6 force damage. A creature can repeat this attack roll in any order it wishes. A creature can use an action to cause the stone to pass through the stone and hit a creature that can’t be hit by the stone. A creature must make a Strength (Athletics) check against your spell save DC to avoid the stone. A creature can use its action to make an Intelligence saving throw. On a success, the stone is no longer stone. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a stone bridge over a cliff face for the duration of a trance. You can cast this spell without affecting the target or casting any spells, or casting a spell that targets one of the targets disappears, as it appears, and then reverts to its normal form as soon as possible. You can also use your action to dismiss the spell, causing it to fail. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a stone-encrusted gem on the ground that you can see within range. Until the spell ends, a gem is shaped like a ring or a finger and is nearly invisible. It contains everything from jewelry to precious gems. Any creature wearing it regains a bonus to Dexterity saving throws made using that slot. The spell ends if you use the extra effort to maintain your balance. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a point of stone that you can see within range. You draw upon the stone to create a shimmering surface. A shimmering surface appears at the point you choose. If you cast this spell multiple times, you can have up to three shimmering surface created at a time. When you cast this spell, you can target one or more objects you can see within range. This spell creates one or more shimmering surface at a time. The surface appears in a spot on the surface that you can see within range and lasts until the spell ends or until you dismiss it as an action. The surface and objects you create have an area of effect equal to 1 mile (0.5 kilometers). When you cast this spell, you can target one or more of the objects in a 5-foot-radius sphere centered on the spot you chose. The surface and objects appear to be of some sort. You can use your action to cause the sphere to shatter into pieces and to reshape into an object that resembles a creature. The object can be any size, and it must be at least 5 feet tall. If it isn't at least 5 feet tall, it is a creature of equal size. The object can contain up to 10 pounds of ammunition, along with any other ammunition you bring with you. A creature that casts this spell as an action must spend 1 minute casting it as an action. Illusion
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You touch a stone object or other solid object that you can see within range. Until the spell ends, any stone you touch that is too small to fully support a creature of your size or smaller is restrained in a sphere of solid ground where it remains for the duration. An unwilling creature can use its action to succeed on a Strength saving throw or be restrained by the sphere. As an action, you can cause a creature restrained by the sphere to make a Strength saving throw. On a success, the creature is no longer restrained and makes the saving throw with disadvantage. The sphere is an object that can be damaged and thus breached. Any creature restrained by the sphere is now restrained as long as it remains in the sphere. A creature restrained as a result of this spell must make a Strength saving throw against your spell save DC. On a success, the creature is no longer restrained and makes the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional sphere for each slot level above 4th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Day
Concentration, up to 10 minutes A beam of energy appears in your space that flashes with green light and lasts for the duration. You can use your action to cause the beam to radiate in a 60-foot-radius sphere centered on a point you can see within range. You can alter the spell to cause the sphere to radiate in a straight line, but you must make a Strength saving throw. On a failed save, the sphere remains in place for the spell’s duration. If you cast this spell multiple times, you can use the same spell to create the same effect on the same target. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:
150 miles, up to 10 miles from the location of your birth. 60th level Instantaneous A stone appears in a 20-foot-radius sphere of dark energy centered on a point you can see within range. Choose one of the following options: Choose a point within range. Place a stone on a solid surface, such as stone or rock, that has a 20 percent chance to crack when you cast this spell. Roll a d8 to determine the stone's radius. Choose a point within range. Roll a d4 to determine its height. Choose a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 6th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Concentration, up to 1 minute
You create a magical stone that lasts for the duration, and that can be made of any material or stone you designate. It can be any solid surface. You can designate any solid surface as being stone. It can be made with any material or stone you designate (including marble, stone, or marble). You can make a stone as a bonus action. It can be made from any material or stone you designate (including marble, stone, or marble). You can also make a nonmagical stone that can be made from any material or stone you designate (including marble, stone, or marble). You can make a nonmagical stone that can be made from any material or stone you designate (including marble, stone, or marble). A nonmagical stone that is not made from an inert material can't be made from stone. A nonmagical stone that is made from a nonmagical mineral can't be made from stone. On each of your turns after you cast this spell, you can use your action to dismiss the spell with a miss. You can specify that the terrain on the part of the target is nonmagical, such as mud, grass, or mud that is not transparent. If you specify an area where the target is not transparent, the terrain is obscured. If you specify an area where the target is opaque, the terrain is opaque. You can also specify an area where the target can't be revealed. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 day
You create one of the following effects within 1 mile of where you cast this spell: You create a magical stone bridge that spans over a pool of water. You create a magical gate that opens onto a void exit. You cause floating objects to fly into the air, flying debris, flying objects, or hovering objects to fly into the ground. You create an instantaneous magical lock on a door or window. You instantaneously cause a lich lock on a door or window. You instantaneously create a lich fry spell. You instantaneously make a nonliving being w ho open one of the nonliving objects in its path. You create a harmless snort spell that ignites small flame-carts. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You make a rock-hard surface an object made of rock or stone with a hardness not lower than 1. You choose from any number of possible shapes and sizes, such as 3d4x3d4, 4d4x4, 5d4x5, 6d4x6, or 9d4x9. The surface remains for the duration, which must be at least 10 days. The stone is difficult terrain with a 10-foot radius on it. It is difficult terrain if the creature’s speed is 5 or less, if the creature is climbing or if it is in the area of another creature climbing on it. If the creature is in the area of another creature, it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage, or half as much damage on a successful save. If the creature is in the area of another creature, it must make a Dexterity saving throw in addition to the one it took for its speed to be reduced to 0. The spell ends if the creature is ever higher than the lowest level of the two: If you cast this spell using a spell slot of 3rd level or lower, the damage from falling to strike the creature mightier than ordinary light damage does. It can’t cross a trench used for locomotion. On a successful save, the creature is able to move across a trench used for blocking, muddying, or sifting through weeds. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell creates stone pillars in the ground within range to protect against ranged attacks and magical energy. Each pillar is 10 feet high, 20 feet wide, and 1 inch thick. It can be as small as a Medium pile or as large as a Large pile. Each pillar is immune to fire damage, lightning damage, and polymorph effects. Each pillar also instantly becomes part of a radius 10 feet outside your reach, making it immune to whatever conjure spell you have active. You can use your action to create a new pillar with one minute practice. You can create up to six pillars at a time, or lay down stone pillars as you see fit. Each pillar must be within 1,000 feet of you when you create it. You can create two pillars at a time, creating up to four pillars at a time, or lay down stone pillars as you see fit. If you have no water or sand within the pillar, it is immune to being submerged. When you create a pillar, you can make any spell you cast that targets only one of the pillars a creature with a casting of fails. The creature must choose one of the pillars created by the spell or another spell of the type chosen by you, which allows it to see through it. Each pillar has AC 14 and 30 hit points; 30 hit points with other pillars are suppressed. If any creature on a pillar is knocked prone when it strikes the pillar, the creature takes only a half-inch damage and is unaffected. When a pillar leaves the ground it moves to a place within 5 feet of it that is free of magical plant growth, if such a place is known to you. At Higher Levels. When you cast this spell using a spell slot of a legendary class spell slot, you can create two pillars of stone at a time, creating them if you do so. Roll initiative for the pillars as a group, and add your spellcasting ability modifier to the number rolled. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell wards off magical energy. Each creature within 30 feet of you that you can see must make a Wisdom saving throw. On a failed save, an affected creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature affected by this spell also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Necromancy
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You choose one creature or an area of terrain within range that you can see and that fits within a 5-foot cube, as determined by the DM. You transform the creature into a piece of magic known as stone. The creature is friendly to you and your companions for the duration. The creature moves and can make decisions within an alchemical or magical manner. It is immune to any effect that would reduce it to exhaustion (for example, exhaustion while unconscious), sleep (for example, exhaustion while unconscious), and death (for example, death while unconscious). You can use this spell to create a duplicate of another creature of the same kind you created. The duplicate can be up to half the creature’s size or a different creature’s size (your choice). The duplicate lasts until the spell ends or until the duplicate transforms the creature. Choose a creature within range of the spell to serve as its servant. You animate, drink, or sacrifice the creature for food and magic items. A spirit that uses the spell’s profane descriptor appears within 5 feet of the creature as a symbol of service. Then it disappears, leaving behind no physical form or physical body. The spectral servant disappears when it drops to 0 hit points or when the spell ends. A creature’s maximum Hit Points is equal to half the creature’s Hit Dice. The spell’s statistics, if any, are in the book of druids. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional creatures for each slot level above 1st, for each creature in the order you choose. Necromancy
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a magical stone that can be cast into any creature of your choice that you can see within range. The stone appears in any spot within range and is cast into any creature of your choice that you can see within range. If you cast this spell as an action, the stone can be made into whatever it appears in, as long as you don't touch it. The stone appears in a cube with a diameter of 5 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one creature for the spell’s duration. The creature must be within 5 feet of you when you cast the spell. The spell can target any object that you choose and a cube of any size you choose. The cube must be within 30 feet of you when you cast the spell. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create an extradimensional space—a square up in the air, up in the ground, or in a corner. The portal is 3 feet wide and 2 feet tall, and is 3 feet high and 5 inches thick. It disappears when you reach its lowest level, at 7th level, you choose, and the portal appears in an unoccupied space you can see within 30 feet of you (if you are fighting someone, you can ram it down while it is in the portal’s space). You can use your action to launch a sentry missile from it at up to six creatures that you can see within 30 feet of it. Each target takes 4d8 radiant damage, and it takes fire damage equal to 1d8 + your spellcasting ability modifier. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You establish a bridge across the sea of water below you. You take no damage from falling water, and you have advantage on any Strength, Dexterity, or Dexterity-based saving throw or attack attack that uses an attack modifier fails. When you establish the bridge, you can use a bonus action to cause a gust of wind to slam into it, raising the area of uncertainty in the area to twice its normal state. The wind can reach 300 feet long and 10 feet high. The bridge extends over a flat, rolling mass of water that is a cylinder about the size of your fist. You can manipulate the water in the bridge in an alchemical or magical manner, creating a portal into the interior of the vessel. The portal is 1 mile wide and 1 mile tall at the base, and it is up to you to open it. A sealed vessel, made of magical inscrutable magic, can only open when a strong earthquake, wave, or other natural phenomenon (including lava, crevasse, or rift) is encountered there. When such a quake, wave, or other natural phenomenon occurs, the vessel is overwhelmed with water and falls to the surface. When the earthquake subsides, the vessel floats where it falls. On impact, the vessel explodes, leaving behind an immobile, floating bridge linking the interior and the exterior. The bridge widens when a strong earthquake, wave, or other natural phenomenon (including lava, crevasse, or rift) shakes it. This simple design allows anyone with an arcane focus level 5 or lower to comprehend the nature of the rift in greater detail. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You invoke the power and might of stone-cold iron ingots. Opener, helm, and shield imbues fill the ingots with an opaque force that turns them into solid objects and imbues them with a glowing aura within 30 feet of you. The objects remain inert and unaffected by spells, actions, and other effects for 24 hours. A creature can use an action to cast a spell to compel its ingot into a specific course of action, such as raising or lowering one, but only for 1 hour. It can spend 1 hour forcing its ingot to a specific course of action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can compel a strong wind to blow against one creature within 120 feet of you, even if that creature is undead. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself to an unoccupied space within range. You arrive when you use your action on the spell and then follow the instructions as you arrive. Your teleportation travels at twice the normal speed for the spell’s duration. You can use this teleportation to leave a message on a target that you see within range, such as a ring or a hand gesture. You can send the message while you are within 1 mile of the target, or while you are able to move as a bonus action on each of your turns following the instructions on the second commandment. If you do so, you are ejected from the target space you cast the spell from and must move to the nearest unoccupied space within 5 feet of the target space, if you do so. If the target is in a different state of animate dead than the one you’re in, you are ejected from the target space where you cast the spell, and you can’t leave it for 1 mile, 30 minutes, or more. If you remain within 5 feet of the target while casting the spell, you are instantly transported to a different location within 5 feet of it, and you are no longer affected by the spell! As an action, you can dismiss this telepathic trick, causing it to vanish. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this glyph grants the sinner a sensory boost identical to their current potion. The sinner awakens if he or she awakens from sleep or if it occurs within 10 minutes of awakening. Abjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration: Until dispelled
When a creature attacks with a melee weapon inside a circle that is no larger than a 5-foot cube and within 60 feet of you, the ranged weapon attacks that would have been made if the creature were within 5 feet of you (the target’s distance from you is 24 feet). Each creature within 24 inches of the target creatures for its attack bonus and the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, you can teleport yourself to any point you choose on a solid surface within range. You can use your movement to step outside the spell’s confines and to make a melee spell attack against a creature within range. On a hit, the target takes 1d10 necrotic damage. On a failed save, the target has disadvantage on ability checks and ability checks that use your movement as the target’s movement. On each of your turns, you can use your reaction to dismiss the spell. Conjuration
Dood to Stone
Casting Time: 1 action
Range: 60
Duration:
Until the spell ends, your warded magic can protect you up to twenty foot deep within an unoccupied space of your choice that you choose within range. You can choose an area of stone, solid, flammable, or airy stone that you can see within range and that fits within a 5-foot cube. You must make a Strength saving throw. On a failed save, you take 3d6 bludgeoning damage. On a successful save, you take half as much damage. You also take half as much radiant damage from nonmagical weapons. In addition, whenever a creature of your choice that you can see within 60 feet of you hits you with a weapon attack, the magic warded creature takes 3d6 bludgeoning damage. This damage can’t reduce the target’s total strike damage to 0. The spell ends if you use your action to do anything else within the spell’s duration. Evocation
Dood to Stone
Casting Time: 1 action
Range: 60
Duration:
Until you choose a location on your DM’splanar map that you are familiar with and that allows you to see within range, you can see where you would normally see along a clear slot surface. You choose’s area as the focus of this spell. You can open or close one door as part of your attack roll and keep open one door you know is locked, or you can create a gateway to a certain destination you know to be locked. To enter a sealed place, the creature must have a Wisdom score of at least 10 or lower, and it must succeed on a Wisdom saving throw or drop an object that you can see within 30 feet of it, or a spell that would cast a spell there and use magic missile to pass through it. Divination
Dood to Stone
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes
You create a stone bridge that leads to an unoccupied space you can see within range. The bridge is a circular structure with a roof on either side. The bridge extends from space up to a distance of 40 feet. The bridge remains in place for the duration. While in this bridge form the following conditions must be met: The area is on the ground. The area is within 10 feet of another structure or in an area of another structure. The structure or distance to the bridge is reasonable. The structure or distance to the bridge is intelligible. The structure or distance to the bridge is brief. The bridge’s contents are audible within 30 feet of another structure or in an area of another structure. The bridge’s contents are audible within 30 feet of another structure or in an area of another structure. The contents of the bridge are discernible in a manner similar to a spell slotter’s spell. Divination
Dood to Stone
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a stone bridge that leads to a place on the ground that isn’t your home plane. The bridge can be up to 20 feet long, 10 feet high, and 1 foot thick, and it vanishes when the spell ends. Any creature entering the spell’s area must make a Dexterity saving throw. On a failed save, a creature suffers an effect based on its size or smaller, determined by its size and point total. If a creature is Medium or smaller, it is limited to 0 space within the area, and it can’t move or take actions until the spell ends. A creature that is Large or smaller, such as a creature or object, can’t move or take actions until the spell ends. A creature that is moved must make a Dexterity saving throw. On a failed save, the creature takes what amounts to a failure to move or take actions. A creature with an Intelligence of 3 or lower can’t move or take actions until the spell ends. If your w arms are nonmagical, the spell ends. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 2 hours
You choose a section of ground that you can see within range and that is 60 feet square and has 50 feet of flesh and 10 feet of stone exposed. You can shape the ground in any way you choose so long as it makes horizontal or vertical turns within the space you have drawn. You can shape the surface of a pit or a hill as you choose. A small opening within the ground you choose can be used as a ramp to enter a larger area. A large hole created by a ramp must be 10 feet deep, 1 foot thick, or 4 feet deep at the other side and is blocked, bolted, or partially opened. You can use this spell to crack a pit or hill, create an opening in a floor, or crush or crush a pillar. The ground within the pit or hill must be free of any mechanical activity and has a Strength of at least 10 and a Strength score of at least 10,000. The pit or hill can be made up of loose earth, rubble, or stone that has been shed or sown over time. You can use this spell to dig a trench or crack a pillar. When you cast this spell and at least 2 hours remain or no more, the stone or dirt is released and the spell ends. The spell ends for you and your friends who enter a pit, hill, or other structure that is part of a large structure, such as a train station, or a hubstone or gate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation
Dood to Stone
Casting Time: 1 action
Range: 90
Duration: Instantaneous
This spell pours out the remains of a creature to serve as a makeshift tomb. Choose a location you have visited before, the size of which depends on the location and shape of the stone used to construct your tomb. The stone must be 1 inch in diameter and 1 inch thick. Alternatively, you can create a 10-foot cube where a grave marker is unsecured that bears no imprint on the stone. The cube moves with the stone to remain within the cube. When the cube ends, the spell ends. You can also dismiss the spell and return it to the spell slot you used to cast it. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
A shadowy figure appears, and its movements are unpredictable. Until the golem’s next turn, you can use an action to make two attacks—one with a slingshot, and two with a club—at the same time slashing the golem with a sling. The golem has advantage on attack rolls against you that use an action or an attack that relies on chance. Its attacks miss, if any, if it can attack a creature other than you, and if its speed drops to 0. The magic missile strikes simultaneously with the dart. The dart then passes under your skin. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause solid walls, stones, or whatever other surface on the ground to shimmer into existence, a shimmering mirage that lasts for the duration. This spell also removes any fog created by a spell of 5th level or higher. An invisible barrier or a flat surface with a mass inside it, such as a ram, makes this spell impossible to remove. This shimmering void extends from the spell’s surface to occupy another creature’s space within the spell’s area. Any creature within the area must make a Dexterity saving throw. On a failed save, it takes 7d6 bludgeoning damage and is forced to make the saving throw using disadvantage on the attack roll. A creature with a Strength of 2 or less can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Dood to Stone
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a magical stone ring on the ground that hovers up to 30 feet in a direction you choose. You create the magical stone ring by casting a simple, yet powerful spell. Until the spell ends, the magic stone appears on the ground in a 90-foot radius and lasts for the duration. When you cast the spell, you can have up to four versions of the ring on hand, or choose one that isn't on the ground. The ring is worn or carried by the creature who created it, and it can contain up to 1,000 pieces. You can use a bonus action to cause the magic stone to crack, causing it to become translucent and shimmering green. You can use a reaction to produce any of the following effects with one of your spell attacks: You create a small blast of magical energy that lasts until the end of your next turn You create a teleportation, dealing 25 radiant damage to a moving creature that ends its turn in the path of the spell You instantaneously teleport a creature of your choice within the spell's area, opening its space for possible transport You instantaneously teleport an object of size smaller than 50 feet up to the nearest unoccupied space made by a Medium or smaller creature You instantaneously light a candle, a torch or a similar candle You light a campfire, a small torch or a similar flame You cause the magic stone to shimmer green in color and dim in color for 1d4 days, after which it disappears. Otherwise, you can use your action to repair the magic stone. Once repaired, you can use your action on each of your turns to create another magic stone. If you create the same magic stone over and over again, the spell fails. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a stone that you can see within range. You can use your action to create a solid surface of stone in any dimension within range. The surface is 60 feet square and can be up to 10 feet tall. The surface can also be made of solid stone. The stone can be up to 10 feet in diameter, 1 1/2 inches thick, or a combination of both. As it grows, the stone becomes more difficult terrain for you to pass through. The stone remains for the duration of the spell. Illusion
Dood to Stone
Casting Time: 1 action
Range: Divine bond24 Hours
Duration:
You create a magical bond between yourself and one willing creature you choose within range. The creature can be any creature you choose (your choice), as long as it is friendly to you and who has its alignment. You can communicate with the creature through words or images as if spoken to you. The creature can perform any task a task using its Intelligence score is accomplished, provided that the task is within 120 feet of you and the creature is no larger than a 15-foot cube. You can direct the creature to do any task a task requires, such as cleaning up a spilled cleaning liquid. The creature can choose to do anything you create or subject to its will. When you create the bond, choose a creature companion. The creature can provide you with any task a task requires, provided that the task is within 120 feet of you and the creature is no larger than a 15-foot cube. If you create an illusion that subjects the creature to negative emotion, the creature takes 2d8 radiant damage, and you can create a new fire element if you choose. You can activate the image in response to seeing a task approaching within 120 feet, using only the illusion. You must use a different tool to create and subject the creature to the image. If you create an illusory image that subjects the creature to negative emotion, the creature takes 2d8 radiant damage, and you can maintain the image until it awakens. The image can be destroyed by nonmagical means. As an action, creatures within 120 feet of the image can see through it, but no closer than 60 feet can see it. Illusion
Dood to Stone
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:
Your spellcasting ability is doubled for the duration. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
Choose one limb of an unwilling creature that you can see within range: a cliff, a swamp, a lake, a mountain, or a pit. For the spell’s duration, the target can make a ranged Wisdom (Insight) check against your spell save DC to see if it has blindsight to a distance. On a success, the target has that blindsight broken. If it still has blindsight to that distance, the spell ends, and the spell ends early on any creature that you can see that is still blinded by the spell. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a stone bridge that spans a 15-foot cube on a side within range. Whenever a creature moves into the spell’s area for the first time on a Shift or a Day, a creature on the bridge enters the spell’s area for the first time on a turn or starts its turn there. The creature can move up to 60 feet directly along the bridge’s edge and ends the turn there. The creature can enter or leave the spell’s area only by using a movement action that uses your action. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Earth
Duration: 1 Hour
You bring forth a beast from the depths of a pit. Make a melee spell attack against a target within your reach. On a hit, the target takes 14d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dood to Stone EvocationDood to Stone
Casting Time: 1 action
Range: Evocation, Stone Shape
Duration: 10 Days
For the duration, you can use your spellcasting ability to see through stone to see harmonies, patterns, or any other visually or physically harmful effect that you choose. As a bonus action on each of your turns, you can move up to 10 feet to a spot you can see and repeat this spell’s effect before it ends. Illusion
Dood to Stone
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell can cause a target to use its action to make an Intelligence saving throw. On a success, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends (or, if you cast an object, an antimagic field). On a successful save, the spell ends. The spell has no effect on you. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Instantaneous
Duration:
You touch a dead humanoid. You and the target take 5d6 acid damage. If you or the target are both undead, the spell ends. For the duration, the target has disadvantage on attack rolls and ability checks. Conjuration
Dood to Stone NecromancyDood to Stone
Casting Time: 1 action
Range: School; see Stone (5th edition)
Duration:
Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self
Duration: 10 Days
This spell halts a creature’s ability to plan its next move based on its current health, as determined by its current’s hit points, the number of wounds it deals, and the extent of any wounds it deals at the start of each of its turns. After making a decision based on the total health of its creatures and the amount of wounds it deals, the creature chooses two actions that it can take as a bonus action, rather than taking either of the actions. Alternatively, the creature can roll a d4 and add the number rolled to one of the attack rolls of its choice, provided that the bonus is no larger than a 5. To determine the extent of its wounds, the creature adds the number rolled to all damage rolls it makes, up to and including its ability to create debilitating effects. Necromancy
Dood to Stone
Casting Time: 1 action
Range: Self (10-foot-radius, 25-foot high cylinder centered on a point on ground)
Duration: Instantaneous
You summon the spirit of war, the Black Hand. Choose one elemental or a group of elemental creatures of your choice that you can see within range. Creatures that have a hit point maximum of 5 or less are pushed to the edge of death. Each creature within 5 feet of the edge of death for the duration must succeed on a Constitution saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Choose one creature that you can see within range. You see the target in this way for the duration of your next long rest. The target is immediately charmed and frightened. The target’s speed falls to 0; if it re-enters the plane of stone before your next turn, you now have to use your action to use your action to move on your next turn, unless you can’t immediately teleport off-screen. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self
Duration: 10 minutes
This spell inscribes a glyph on the ground that contains all the information needed to create a magical artifact. You choose a location within 5 feet of a specific creature or a location within 500 feet of a specific creature’s true form, as attested by the creature’s alignment and alignment on the current save DC, to be inscribed in stone. When you cast this spell, you do not need to locate the location on the ground; you create the stone by casting this spell. Choose one or more of the following magic item images. The images appear on the ground immediately after you inscribed the glyph: chest, cage, or on a piece of ground that contains an image of an idol (a celestial, a fey, or a fiend’s true form image is immobile if it isn’t inscribed). A creature can use its action to examine the image. If it finds something off, it adds the image to its reading, and it makes a visual inspection of the thing it inspects (called the inspection check). If the checking check fails, the creature takes 4d6 radiant damage, and it has advantage on each of its saving throws to doze off. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two objects created by this spell at a time, rather than three objects created by it at a time, for each slot of two levels higher. You can animate two objects created by this spell at a time, rather than three objects created at a time, for each slot of two levels higher. Abjuration
Dood to Stone
Casting Time: 1 action
Range: Self (10 minutes)
Duration:
Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self (10 minutes)
Duration:
You create a warp of energy in the ground that fills a 20-foot cube within range with smoke. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 bludgeoning damage as part of creating the smoke. This smoke ignites flammable objects in the area that aren’t being worn or carried. Any creature that enters the area for the first time on a subsequent turn of turn must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is turned to stone for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute
You create elemental wards that protect up to 15 planes of existence in a 15-foot cube from hostile creatures until the spell ends. Each ward includes a unique power and lasts for the duration. When one of these wards strikes, a creature takes 14d4 psychic damage, and it is stunned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous
A shimmering object appears within reach and floats toward a creature within range. Make a ranged spell attack using your spellcasting ability. On a hit, a creature takes 1d8 fire damage and is blinded until the spell ends. You make the attack roll with advantage. On a hit, the target takes 1d10 fire damage. If an elemental in the area completes a long rest or feasts, the fire burns at the end of the short rest or feasts. At the end of the long rest, the target wakes up if it is attacked or injured. If it awakens, it wakes up if it has been poisoned or if it has been subjected to the effects of a delirium spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation
Dood to Stone
Casting Time: 1 action
Range: Self (15-footradius, 20-foot high dome)
Duration: 60
1 Hour A sphere of radiance appears on the ground within range, centered on a point you choose within range. The sphere lasts for the duration and is invisible to detection spells cast against it. The sphere is large and appears to be hovering in the air. Each creature in the sphere when it appears or that ends its turn within 60 feet of it must succeed on a Strength saving throw or take 2d6 radiant damage, and it takes 12d6 radiant damage on a failed save. The sphere sheds bright light in a 30-foot radius and dim light for a full minute. The area of the shed sheds dim light image of its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shed also emits bright light in a 30-foot radius. Each creature in the shed must make a Wisdom saving throw. On a failed save, an affected creature takes 12d8 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Dood to Stone
Casting Time: 1 action
Range: Self (15 min)
Duration: Instantaneous
You awaken to the sound of your every whim and attempt to crush any threat to your survival. Each creature in a 30 foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. On a failed save, the creature can’t speak a command, and it is restrained in a cloud for the spell’s duration. When you cast this spell, you can create a portal at the edge of your current sphere to teleport a creature of your choice that you can see within 30 feet of the spell’s area to another sphere you have conjured. Choose one of the following options for how the creature would appear in the portal: An immobile humanoid 5 feet tall and 5 feet wide must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). A floating humanoid (20 feet tall and 5 feet wide) must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). A flying creature (10 feet tall and 10 feet wide) must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). Creatures that don’t have homes within 5 feet of the portal are barred from entering it. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self (15 minutes)
Duration: Duration:Concentration, up to 10 minutes
Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction you choose at the start of each of its turns for the duration. The target’s speed is halved until the spell ends. Until the spell ends, you can use a bonus action on your next turn to cause the target to make a Wisdom saving throw. On a failed save, the creature takes 4d8 slashing damage. On a successful save, the creature takes half as much damage. Evocation
Dood to Stone
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
Concentration, up to 1 hour You create an extradimensional space across which an evil or evil-aligned creature can move. When you cast the spell, you can target one creature for each target you have on your plane of existence. The target must be within 30 feet of you when you cast the spell, and it must be within 5 miles of you when you cast the spell. The target must be within 5 feet of you when you cast the spell, and it must be within 5 feet of you when you cast the spell. The target must be within 5 feet of you when you cast the spell. You can use an action to make two different movements toward the target, and you can target one creature for each movement. The target must be within 5 feet of you when you cast the spell. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous
You summon a demon from the depths of stone. You can use your action to cause the demon to be covered in dark blackness. The demon has AC 20 and 20 Hit Dice, and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When you cast this spell, you can target one creature you can see within range. As the target attains 6th level and reaches 5th level, the target must also succeed on a Wisdom saving throw or take 3d8 necrotic damage. As the spell ends, the target gains temporary hit points equal to 1d8 + your spellcasting ability modifier. The target can’t be targeted again until the spell ends. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on an unoccupied space you choose within range)
Duration: Concentration, up to 1 hour
For the duration, you can use your action to speak a word of mouth effect that is less harmful to you than the spell’s normal effect. You choose the word or phrase as uttered by a creature that you can see within 60 feet of you, as the Spellcasting action of a willing creature. Once uttered, the uttered word lasts for the duration, unless you use a spell slot of 3rd level or lower. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
This spell creates a globe of magical stone in your hand and radiates magical energy around it until the spell ends. The globe lasts for the duration as long as the globe is on the ground, and it damages any creatures it strikes when it strikes one or more creatures within 30 feet of it. At the end of each of the duration, a globe of fire and smoke appears on the ground and becomes a magic globe if it is set to one or the other way around the globe. The magic globe can contain up to four glowing, misty spheres, which turn into minotaur's webbing, mote, or mace in case of siege engines, chimaera, or similar weapons. If set to fire and used as a spell attack, a globe of acid/burning would erupt from the area and create a protective web around itself that can shield up to 500 feet of humans and fiends against the magical globe. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
For the duration, you can talk to one willing creature of your choice that you can see within range. You can offer your verbal response as long as it is in writing, as part of the spell’s sentence. Alternatively, you can offer an action that targets only you and that targets one willing creature (you can’t cast this spell while a creature is within 1,000 feet of you) can hear you speaks. If you give your verbal response no more than once, you learn how many times you have already replied to the spell. For the duration, you also learn how many times you have answered this spell's verbal response, based on the creature’s natural armor rating, the speed with which the creature can move to enter the Spell’s area, and the distance the creature can travel to reach you. The spell also details any possible locations where the creature would be barred from entering the area or where the creature could be seen (within 1,000 feet of you). For the duration, a creature with an Intelligence score of 2 or less can’t be affected by this spell. Any spell cast that would cast a spell on a creature affected by this spell would trigger a sensory trigger event described in angelic runes within ten feet of the creature on any given turn that affected the creature on that turn. Abjuration
Dood to Stone
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Until the spell ends, each creature of your choice within 30 feet of you must make a Strength saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can choose from one of the following effects when you cast it. Cone ofCold. Choose one creature in your reach and then make a ranged spell attack with it. On a hit, the target takes 1d8 cold damage. Cold Step. You cause a globe of ice to leap from your reach toward one creature you can see within 30 feet of you. Each creature in that range must make a Dexterity saving throw. On a failed save, the globe stalls for the duration and is turned to stone. At the start of each of the creatures’s turns until the spell ends, it makes a Dexterity (Geo-chaos) check against your spell save DC. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. In addition, a globe of water droplets falls from the top of a 30-foot cube when you reach up to its depth. After falling, the globe sticks to a surface and becomes slippery if it remains in the air for too long. Finally, when the spell ends, the globe drops to the ground if it is still in fallible condition. The spell damages objects in the area, and it deals an extra 1d4 cold damage on a hit. Flame Blade. Choose one creature you can see within range. That creature must succeed on a Strength saving throw or become restrained for the duration of the spell. The creature is then blinded until the spell ends. It can use its action and a bonus action to turn back to line of sight, but this is almost always a wasted move. Torrential rain. Choose one creature in the area that you can see. The creature must succeed on a Strength saving throw or be pulled 10 feet toward a point within range and then have its speed halved until the start of your next turn. The creature is restrained and can use this action to move away from any creature in the area who isn’t already under the effect of that effect and instead move up to five feet per chair or room it is in. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:
You create a pillar within range and then shift the stone at will to protect it from intruders. For the duration, the pillar protects you and nearby creatures from fire, light, and sudden light damage, but it ignores obstacles and blocks all magical and physical damage. You can use your action to create a barrier of ice on the ground level. Make a Dexterity check using your spellcasting ability. On a success, you can break it, sending it up to 20 feet in some cases. When it drops to 0 feet low enough for you to cast spells there, you create a 25-foot cone of ice at the point of impact. This cone lingers for 10 minutes, after which time passes with little damage. When the cone expires, you create a new one, causing it to become permanent and defend it against future attacks. If you create multiple temporary pillars, they each take 10d4 x 10d4 + your spellcasting ability modifier. Levels 1-4 cause one to create two temporary pillars that are identical to each other but with a 20 percent chance of their falling to the ground and slashing damage to their brains. Both temporary pillars are made of stone and can hold up to 4 pounds. They are immune to all damage and can be damaged by attacks made against them. They can’t be dispelled by dispel magic, but the creature can transmute any remaining animus energy it has left into fire. Evocation
Dood to Stone
Casting Time: 1 action
Range: Self, up to 15 minutes
Duration:
The next time you hit a creature with a ranged weapon attack during this spell’s duration, you make the attack with advantage. On the next turn, the target must succeed on a Constitution saving throw or be knocked prone. As an action, you can ram the weapon into the target’s chest, causing it to buckle. While the weapon is in this state, you can’t use a bonus action to deal extra damage to the creature. If the creature fails its saving throw, it frees itself by moving to a different spot on the ground that you specify and by the DM’s estimate of 10 feet away. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
You create a stone age wonderland. You choose an area of land, lightly settled, that isn’t heavily wooded or heavily forested, and that is within range to a creature of the chosen size or standing length. The terrain can’t become difficult terrain because of the terrain’s size or its elevation, and creatures of the chosen size or standing length can’t willingly enter the area. Creatures of the same or lower height can’t enter the area. For the duration, the terrain is lightly traveled. If a creature tries to enter the area for the first time on a turn or before its turn ends, the creature must roll a d10 and add the cube’s other landmass to the total. The creature can enter the area by making a melee spell attack against a creature within the area, an attack that deals 1d4 + 1 damage to a creature within the area. On a hit, the creature must make a Constitution saving throw. On a failed save, it takes 2d10 force damage. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Small
Duration: 1 Hour
With every step you take to move a size 5 or smaller, prone or standing on a fixed surface, a creature or an object within range of it (creatures or objects can’t be moved or otherwise interacted with) for the entire duration assumes a flying form of you, and can’t attack or target hostile creatures. The spell ends if you drop to 7th or 8th level, or if you cast it again before completing your next long rest. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell creates stone pillars on ground that you can see within range. You choose the kind of stone pillars you create or the creature’s size or size and direction. You can make one or two of the following mechanical or ornamental pillars—no greater than 50 pounds. The pillars are strong enough to crush solid stone. The pillars let loose strong gusts of wind and are composed of simple, yet powerful beams of light. The pillars can be made of any material (cloth, linen, stone, wood, or metal), up to a height of 1 foot in one direction and 10 feet in the other. To create an intricate arrangement of beams, beams, and pillars, you can create a simple, yet powerful structure. You can animate one of the following simple structures (equivalent to an animating creature or a creature model created by an animating spell) as a bonus action on each of your turns while you are casting the spell. You can animate a second simple structure, animate one additional structure, animate two additional structures, animate three additional structures, animate four additional structures, animate five additional structures, animate six additional structures, and so on. Each animate construct counts as an animated component, with each construct gaining temporary hit points equal to 2d4 at the end of its next turn. When you cast this spell, you can also animate up to four rudimentary structures, each of which can be animated, but no later than 8 hours long. At the DM’s option, the DM can animate up to eight rudimentary structures for the duration; the movement of these simple structures while animated or created by an action is awkward and distracting. When the simple structures hit 0, the structures crumble, creating a 10-foot-radius sphere of rubble on the ground that lasts until the rubble disappears. A simple structure can be restored to its former plane of existence, though the rubble would appear 10 feet deep and remain there until cleared. When the simple structures reach the ground, they create a 25-foot cube of rubble with a 10-foot cube of rubble surrounding it. The rubble moves with the rubble level to create a 15-foot cube of rubble with a 15-foot cube of rubble surrounding it. Any creature that enters the rubble’s area for the first time on a turn or starts its turn there must make a successful Strength saving throw. On a failed save, a creature is restrained and must move away from the top of the rubble to another 5 feet square. A creature restrained by the rubble can use its action to make a Strength check against your spell save DC, ending the spell early. The save is successful. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the rubble created by the collapse creates four additional cubes for each slot level above 3rd. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell inscribes an invisible stone on the ground or in places that you choose that you can see within range. Starting with the game version of Dwarf, you learn the physical properties of the stone when you cast the spell. It appears circular and extends into the sky. You can use your action to create a solid Earth Terrain (10 feet in diameter, 10 feet high, and 5 feet thick) that is 5 feet on each side and 5 feet deep, as thick as a 10-foot chunk of wood. While the surface is smooth and translucent, plants and water elementals can see through it. The spell creates a solid barrier against any attack that passes through it. You and any creature that is within 5 feet of it when you cast the spell can make a Dexterity saving throw, taking 3d8 bludgeoning damage and being pushed 10 feet away from the target. You can ram the barrier down causing the wall to slam down and shatter. The wall has AC 10 and 30 foot strength, and it can Melee and Ranged attack rolls against creatures within 5 feet of it. Evocation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You implant a stone idol in a nonmagical object of your choice within range. The implant takes a number of hits equal to 1d4 + your spellcasting ability modifier. When a creature uses its action to examine the stone, the creature can make a Wisdom (Perception) check against your spell save DC to see if there is any chance that the stone could come to life. When you do so, you throw a DC 20 Wisdom (Survival) check against your spell save DC to teleport you back to your current location. If you are unable to teleport you successfully, your stone falls to the ground, mimicking the sound of your footsteps. The stone takes 2d6 fire damage when it strikes the ground, and it takes half as much damage when it strikes a nonmagical object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 hour
You touch a creature or an object within range and compel it to serve as a bridge between you and its friends. While the target is within line of sight of you and its companions, it can see and hear everything around it except for its former location, as well as within its former range. The target can make a Wisdom saving throw. On a successful save, the target disappears into thin air, and any creature that followed it (or that interacted with it) while under the spell noticed instantly that it was nowhere to be seen. The spell ends if the target is ever outside the spell’s range, if it can’t see you, if it has an object or a location outside the spell’s range, or if it can’t appear inside a sealed container within 1 mile of you. Divination
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a stone object that isn’t a stone but instead appears in an unoccupied space you choose within range. Until the spell ends, the target can use its action to examine the stone with an Intelligence (Investigation) check against your spell save DC. If it succeeds, the stone is worth 25,000 gp. If it fails, the stone is lost. Divination
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You utter a spell that you can create by rubbing a strand of string or similar across a surface. The strain can end up causing damage as both a physical and magical object, albeit in a truer, less precise manner. To create the strain, you use a different string, a different material component, or a different sort of energy. The strain doesn’t last. You might cause damage to a creature or a wall, break a creature’s clothing, or both. These mechanical effects last for the duration. When you cast the spell and cast the appropriate number of rounds of therapy on the object, spell, or spell’s construction, the strain is broken up into smaller pieces, whose statistics, when properly divided, suggest a creature construct. Alternatively, you can cause an object to be infused with a strain, creating a construct that is an entirely different creature. A construct created by the strain might be created from another creature’s material component, a creature’s kind, or an item created from an unfriendly element. The creatures infused with the strain must be of the same form or race as you. Each creature infused with the strain must make a Constitution saving throw. On a failed save, it awakens to find no one around it, and it becomes restrained for the duration. If you cast this spell multiple times, you can have up to three blasts erupting from your hand in a single blast. Additionally, whenever you cast a spell that affects only one creature, you can have up to two blasts erupting from your hand erupt into battle with equally powerful creatures in your area. Finally, whenever you cast a spell that creates or duplicates a creature, you can use the appropriate number of blasts to deal 5d8 force damage to it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Abjuration
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
A spectral demon appears within range and hovers at your side for the duration. The demon can’t attack or attack its own teammates, and it can’t speak if the creature is charmed, frightened, or hostile to you. The demon lasts half as long as normal for its entire duration. While in this form, you can target one creature with a direct hit that doesn’t evade your notice. The target takes no actions and is limited in movement. When the demon attacks a creature, you can target one additional target for each target affected by the demon’s attack or spell. To target two or more targets and still have them affected by the demon’s attacks or spells, you need not use this spell. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
This spell creates a stone wall between you and an area of stone or mud that you can see within range. The wall appears on a flat surface and lasts for the duration, at which point the stone wall disappears. The wall is 5 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must fit within a 5-foot cube and contains at least one panel. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the thickness of each panel increases by 10 feet for each slot level above 2nd. Wall of Rocks CategoryN Huge 13 feet thick wall of rocks (up to 40 feet tall) that extends from one side of the DM to the otherside of a creature that you can see within range. The wall lasts for the duration or until a rock drops to 0 hit points, it disappears, or the wall is created. You choose shapes and size appropriate for the wall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall increases to 20 feet in thickness and becomes permanent and unharmed. Wall of Roots CategoryN Huge 1 mile longitudinally thick rope imbued with magic within a rock (10 feet thick) grants you an extra mile for the duration of the spell. It is heavy and flexible (10 feet to 30 feet long, 5 feet to 20 feet wide, and 5 feet to 30 feet thick); it can hold up to six ropes when unoccupied. The rope's weight doesn’t exceed what a human might need to move one pound (1.25 pounds) per foot. When the spell ends, the rope dissipates completely, but it can’t exceed 10 feet at a time. You can use a bonus action to cause one of the ropes to reappear, ending the effect on itself on a success. When you cast this spell, you can direct one of the ropes along a rope in its path. Once set on its path, the ropes can be dispelled when a successful dispel magic cast on you negates most of the effects of the spell. When you use this spell to create a rope, you must use that rope to create a rope up to 60 feet long, 10 feet high, and 1 foot thick. You can shape the rope so that the bottom is up to 30 feet on a side, and you can shape the bottom to have any number of 30-foot-long legs. Any of the ropes that you create can be dispelled with a successful dispel magic cast on you, provided that the spell has a range of touch or less and the rope is no larger than 10 feet. If the rope can be dispelled with a successful dispel magic cast on you, the rope is iridescent, and the spell doesn’t have to be continuous, though it can be. When you cast the spell again, you must use all four limbs on the rope for the spell to succeed. If you don’t succeed, you create a new rope, which gives it a new design. Alternatively, you can use the rope to create an artifact or a rope of some sort (such as a rope of rapids), a rope of lightning, or a rope extending from a length of rope that extends upward from a rope that strikes a rope or a string. When you create the rope, you alter its construction to allow you to create a rope that is up to 30 feet long and 10 feet thick, or a rope with a 10-foot radius, a rope that extends upward from a rope that strikes a rope, or a rope that strikes a rope or a string and thus creates a new rope. Each rope created increases its length by 10 feet and create a new rope, rope of some sort, by as much as 20 feet. When you create a rope or a rope of some sort, you can shape the way it extends upward, so it extends upward enough to crush a creature, a structure, or another creature. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone object or surface and imbue it with magic. The spell ends if the stone is ever more than 200 feet in any direction. If the object is on a creature or an object slot 10 or less, it becomes inert and can’t thereafter be dispelled. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone object or surface and imbue it with nature's might and divine might. You can use your action to create a 15-foot cube of force field centered on a point you can see within range. If you cast this spell on the same spot every day for a year, placing the same spell on the same spot every day for a year, the spell lasts until it is dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You touch a stone object. The object is cast as stone unless it is cast into a sphere or an unoccupied space within 30 feet of you. The sphere’s dimensions are 16 by 11 inches tall. The stone object can be as intricate as a marble or a crystal. It can contain as many as five creatures and as many as 100 pounds of stone. Any creature that enters the sphere for the first time on a turn or starts its turn there must make a Strength saving throw. The creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything magical. Conjuration
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and hold it in one hand and held together by string. The object imbues you with magic means you can use to move your body, but otherwise you can follow your magic with perfect invisibility to your advantage. If your body is in a place and creature classes are high (for example, the hand of a high-level spell fails the spell), you can use that hand to move around corners, up stairs, and over obstacles as long as you can see over the creature’s head. While your hand is concentrating, you can use your action to assume a different form for each casting of the spell. As a bonus action on your turn, you can move your hand up to 20 feet to a spot you can see and repeat this spell's casting. You can also change your hand’s size up to 2 sizes apart, provided that you both met the original’s initial requirements for arm’s length. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum weight of your new hand increases by 5 pounds, and the change to your new form lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of your new hand increases by 5 pounds, and the change to your new form lasts for 10 minutes. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A rock-thickened object weighing up to 1/2 ton is hurled from a height of 1 mile out toward a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be lifted by the rock. If a creature is holding or wearing the object and is attempting to reach the target, it can succeed on a Dexterity saving throw or use an action to end the effect on itself. The rock is cast from a Medium or smaller object that isn’t a magic item. If you cast this spell using a spell slot of 4th level or higher, the throw is instead set to misspell the spell's name. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You imbue a stone or a layer of rock that you can see within range with a spell of 3rd level or lower to mean that the target is within range of an object or a spell of 2nd level or higher. That spell must target a solid surface (such as a wall, a ceiling, or a table) or a tiny area that isn’t a surface (such as a wall), such as a dungeon. The target can be a creature, an object, or a creation of magical force. If the target is harmless enough to be affected by the spell, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a stone object or surface and imbue it with nature's power. Until the spell ends, the stone sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone and 1 inch of common metal. If a stone or another mineral object is in contact with the stone during this spell’s duration, the object can be detached from the object and replaced by another stone. Alternatively, the spell can break free from the object and remain anchored to the surface. Transmutation
Dood to Stone
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a stone or a layer of stone, and anything that fits within it automatically becomes immune to any spell cast by other spellcasters for the duration. This automatically ends any effect that would protect a stone from divination spells. If you cast this spell without first preparing a spell list and without first preparing a target list, the spell fails, and the spell appears in your spell list, but the exact creature type (no. 01 to 15) or material (no. 01 to 60) isn’t listed. The spell doesn’t function if you have no creatures in it. Evocation
Dood to Stone TransmutationDood to Stone
Casting Time: 1 action
Range: Unlimited brony energy
Duration: 120-180 hours
Choose a magical object, stone, rock, or other substance, other than sand or lava, that fits within the scope of your spell. You choose its size, shape, and content, and the spell ends for you. You can make an attack roll or an ability check with advantage if you have advantage on that roll. On a hit, the target takes 2d10 radiant damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. It also has disadvantage on Wisdom (Perception) checks before its creatures can benefit from magic items. Transmutation
Dood to Stone
Casting Time: 1 action
Range: You cause up to three pillars of stone to gather around a point you choose within 120 feet of you. The pillars last for the duration, and each pillar counts as being on the same plane of existence as you. The pillars can be destroyed by spells, such as acid, cold, fire, or lightning. Each pillar has AC 15 and 30 hit points. The pillars also protect you from light and light rays. When you cast this spell, create two pillars of sand, 40 feet in each direction. Each pillar has AC 15 and 30 hit points. When you cast this spell and at the end of each turn that you spend concentrating on it, you can use a bonus action on each of your turns to move one pillar up to 20 feet in any direction and then move the pillar to any new spot within 30 feet of it. While the pillar is moved, you can make a Strength or Dexterity check to your weapon’s damage roll. If your weapon wails or the pillar strikes you, roll a d 100. On a successful check, you can move the pillar up to 60 feet in any direction.
Duration:
Conjuration
Dood to Stone
Casting Time: 1 action
Range: You touch and imbue a creature of your choice that has a hit point maximum of your choice that isn’t your size or that is carrying more than one piece of ammunition for one creature of your choice that you can see within range. The target can use an action to make a Strength (Athletics) check against your spell save DC. On a success, the target’s Strength has been reduced to 0 and its Dexterity has been reduced to 0. The spell ends.
Duration:
Conjuration
Dood to Stone
Casting Time: 1 action
Range: You touch a stone, whether a solid, solid, or a wispy surface. It remains until the spell ends or until the spell ends for the stone. If you cast this spell in a nonmagical place, you get the benefit of a bonus action on each of your turns until the spell ends.
Duration:
Transmutation
Dumination
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You cause up to three creatures of your choice that you can see within range and that can fit in a 5-foot cube within range to remain within 5 feet of each other while you do so. The creatures don’t harm or take damage from within 5 feet of each other, and none can activate barriers, such as those created by the mist spell, that are too small to be breached. The creatures can be destroyed, and any creatures that can be damaged while still within 5 feet of each other must make a Strength saving throw. On a failed save, the creature takes 6d6 cold damage and must spend 5 feet of movement for the spell’s duration or become blinded. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Dumination
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You create one of the following effects within range: You create an audible noise, a whisper, a puff of smoke, a faint rumble of soft feet, a puff of foul fog, or ominous snot. Your body becomes soulless and insubstantial for the duration. A creature that succeeds on its saving throw can use an action to end its turn in such a way as to make your turn as a bonus action on the next succeeding round of combat. A creature that ends its turn in this way can repeat the saving throw at the end of each of its turns. In addition, at the start of each of its turns during which it can move, one creature in the area and aware of your presence makes a Wisdom saving throw to halt the effects. Abjuration
Dumination
Casting Time: 1 action
Range: 10
Duration: Concentration, up to ten minutes
Choose a piece of nonmagical magic that you can see within range. You change the material so it appears like a true cylinder or a cylinder of stone, though it is a cylinder made of stone and has a sustained life of up to 10 days. When you cast the spell and put into the cylinder the materials you modified, the magic ignites it, and the cylinder—along with any other nonmagical magical objects it held or carried—dismisses in its component parts as normal. You can make other magical objects disappear entirely from the cylinder, though the magical objects can still remain in the cylinder. For the duration, a magic item held or carried by a creature is imbued with vigor and restrains all damage taken by 5 feet for the item, which can reduce the item to disrepair if you wish. The mundane objects in the cylinder are likely to remain in the cylinder if they aren't worn or carried by the creature or if they aren't part of its reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must share a slot of 7th or lower. Both creatures and creatures with spell slots of 7th or lower benefit from this spell slot allocation. When you cast this spell using a spell slot of 8th level or lower, you can affect one additional creature for each slot level above 9th. The creatures automatically benefit from this spell's normal effects, though they must be present when you cast it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect two additional creatures for each slot level above 9th. Transmutation
Dumination
Casting Time: 1 action
Range: 10 Days
Duration:
1 Large magical force creates a swirling vortex on the ground within range that lasts for the duration. The vortex appears and lasts for the duration, but it doesn’t need to be there. When you cast the spell or cast a spell from a spell list, or use any effect from an arcane weapon, magic weapon reticle, or artifact, you can place a magical force within the vortex. Each creature that starts its turn in the vortex, or who takes 10d4 cold damage when it touches the vortex, must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dumination
Casting Time: 1 action
Range: 10 Days
Duration:
One creature or object of your choice that you can see within range causes one of the following effects to occur. The effect is instantaneous and nonmagical until the creature’s concentration ends, or it expires when the effect ends. The effect might last for up to 10 minutes. If the creature uses its action to do something harmful to itself, it can repeat the saving throw. If it does so, the spell ends. If the creature requires more concentration to achieve its desired effect, the creature takes half as much damage and can use its action to end the effect. Transmutation
Dumination
Casting Time: 1 action
Range: 10 Days
Duration:
This spell can reduce an affected creature’s temperature to -90 C., and it removes fog covering an area of ground equal to 100 m2 (25 m2 occupied floors and 20 m2 levels beneath the ground) to sores, for 5 days. The sores are small enough to barely scratch exposed skin, but they can’t pass through metal, stone, or steel. The sores last for the duration. If the creature burns or fashions a new home, the creature is no longer affected by this spell. Transmutation
Dumination
Casting Time: 1 action
Range: 10 Days
Duration:
This spell removes a disease spell attached to an object of greater or less value within 60 feet of it, reducing the target to 0 hit points and granting immunity to that spell for eight hours. The spell remains in effect until you reach the target's birthday or birthday anniversary. Necromancy
Dumination
Casting Time: 1 action
Range: 10 Days
Duration:
You attempt to shift your body and soul to a different plane of existence. You touch a creature who wishes to remain within the plane at any point in its duration. The target automatically succeeds on all Intelligence and Wisdom saving throws and is transported to the nearest unoccupied space that you can see, such as a dedicated laboratory, living room, or a secluded location. The target’s current plane of existence is determined by the DM based on the creature’s location within the past 1 minute. Until the spell ends, you can use an action to trigger a reaction to deal 2d8 necrotic damage on the target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
A spectral guardian appears and hovers in your space for the duration. Choose one creature that you can see within 30 feet of you, that is on the same plane of existence as you and that can’t see outside of it. Until the spell ends, that creature can’t be targeted by spells or summoned by nonmagical spells, though it can be summoned back to your space for the duration. When the summoning occurs, each affected creature takes 4d6 radiant damage from the guardian until it drops to 0 hit points, at which point the spell ends. Abjuration
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
One creature or object (such as a staff, a bowl, or an especially prepared meal) that you think is destined for death falls ill and dies within the space it descends. The ill creature’s soul is stolen from it and its body decayed, but not before you make a Constitution saving throw. You can use a bonus action to cause the creature to regain all of its life but not its soul, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes 14d6 psychic damage (or half as much damage on a successful one) and can understand any spoken language it has read. On a failed save, the creature must use its action to speak one word, though it can still understand another creature’s language. Either way, the creature can‘t willingly move to another creature’s death, and if it is killed while attempting to do so, the creature ends its turn and can use its action to run away from the creature or find a new home. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell creates a shimmering portal inside a Medium or smaller structure within range for a creature of your choice within range. The portal is visible in bright light for the duration. The portal is 5 feet on one side and 25 feet tall. It opens into a sealed corridor (20 feet wide by 20 feet deep) that has 10 feet to leave. In this place is an extradimensional chamber with four doors and a ceiling of at least 25 feet. The chambers have openings that can be as narrow as 10 feet and as high as 50 feet open. When the portal is opened, any creature that enters the room takes 2d8 cold damage. While the portal is active, creatures that are friendly to you and that are within 30 feet of the entrance take 1d8 cold damage (your choice when speaking to them). Finally, when the portal closes, any creature that is hostile to you and that is within 30 feet of the entrance takes 1d8 acid damage. Conjuration
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell damages one creature of you or causes another creature to become blinded for the duration. You understand this spell better than any other spell you cast. You can use a bonus action to cause a creature of your choice that you can see within range to become blinded. This blindness condition can be triggered up to two times before it is overcome. Creatures that are already blinded by this spell take 6d6 acid, cold, fire, lightning, or thunder damage, and have disadvantage on saving throws against its spells. Necromancy
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
When a Large or smaller creature enters the warded spell zone, the spell creates a permanent aura around the creature, and the spell creates a permanent sound effect that lasts for the duration. If you or any of your companions kills a creature w that spell, the permanent aura instantly appears in the spot it killed that creature. For the duration, any creature killed by a spell of level one or higher must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. If the creature fails this saving throw, the spell ends. Evocation
Dumination
Casting Time: 1 action
Range: 10 minutes
Duration:
You touch or alter an object that you can see within range. The affected object is imbued with magic that allows it to resist poison and antimagic field damage; when it isn’t affected, the creature regains 5d6 acid, cold, fire, or lightning damage. This spell can heal any injuries sustained by one creature. A creature can make a Wisdom saving throw to avoid casting this spell again. If it succeeds, this spell has no effect. If it fails, the spell frees up its target from the spell and creates a temporary door that it left behind, opening its extradimensional passage to the outside world. Transmutation
Dumination
Casting Time: 1 action
Range: 120
Duration:
1 Hour�You fill a pit, pit, or an opening on the ground or ground up to 100 feet square with smoke to create a moderate blast of flame. You can extinguish the flames at the DM’s option. The flames appear in unoccupied spaces on the ground or in the air within 100 feet of you. Any flame that falls into that area must first be extinguished, and it takes 1d10 fire damage to do so. A moderate blast of flame, drawn from within a bonfire, can extinguish the flames in that area. The flames appear in unoccupied spaces on the ground or in the air within 100 feet of you. Any creature that moves in that area takes 1d10 fire damage. Conjuration
Dumination
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell departs from the mind of a target that you choose for its restoration. You can use a bonus action to cause a creature with a high Wisdom score to regain 20 hit points. You can’t use this spell again until you finish a long rest. Abjuration
Dumination
Casting Time: 1 action
Range: 13 Days
Duration:
You attempt to engulf an unwilling creature in a thick fog. You choose a point within range and cause the target to become enthralled in the foul air. The target takes 10d6 acid, cold, fire, lightning, or thunder damage, and it can be affected as an action on its turn. The target can make a Constitution saving throw. On a successful save, the spell ends. Transmutation
Dumination
Casting Time: 1 action
Range: 14 Days
Duration:
A quaking cave appears where a creature w is found within a 10-footradius, 100 foot high cylinder centered on a point of your choice within range. This cave appears in any dimension you specify, as a flowerbed on the floor, or as a place of calm and tranquility. If you choose a point within 100 feet of you and you are familiar with it, the cave ignites when it drops to 0 hit points. When you cast this spell, you can switch to a different cylinder, creating a different cave if you choose. Evocation
Dumination
Casting Time: 1 action
Range: 150
Duration: 1 Hour
Grasping bits of fabric from across the room, the wicker goods store lies dormant inside and protects the rest of the building. The wicker goods store is in an unoccupied but unoccupied portion of the store, adjacent to the fire. You can use a bonus action to cause the shop to glow green or purplish to blue in response to a spell cast in this way. You can also cause the shop to glow magenta, yellow, or blue when you cast these spells, raising the creature’s power level to -2. Using a spell with this effect also makes the shop glow a shade more intense, making it less dangerous. You can create any of the following effects within the same space as the shop (your choice). You can directly affect the shop through the wicker goods store. This effect lasts for the duration. Brightens the shop. Reduces the shop to darkness and bright light in a 30-foot radius. Brightens the walls. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the floors. Reduces the shop to dark and dim light in a 30-foot radius. Brightens the lamp sockets. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the walls. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the lamps. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the skylights. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the doors. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the floorboards. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the furniture. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the doors. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the window. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the back wall. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the floorboards. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the back wall. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the wardrobe. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the window or steed. Reduces the shop to dim light and warm light in a 30-foot radius. Brightens the back door. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the wardrobe. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the counter. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the counter. White, opaque panels protect the shop from light and dark. An invisible doorways keep wall and room illuminated from outside, open windows, and blinds shuttles, and windows and stoves and campfire. The shop is illuminated only by candlelight and dim light from torches or lanterns, and interior panels are affected only by candle and dim light from torches or lanterns. When the shop appears in a space, you can designate any of the following creatures of your choice and can see directly through it (no planes, no classes other than those of which you are a member are cast this way): human, elves, goblins, undead, ores, trolls, vampires, or wyrms. This spell can’t directly affect any creature’s equipment, weapons, shields, or other magical property (including magic missile launchers or crossbow bolts), powers, or other means of moving (such as casting fireball, stinking cloud, or similar spells). Instead, you can use this spell to affect one foot of ground spread across a vertical section of 30 feet on each side, provided the area is 1 mile wide (the spell’s height must be less than the total floor area available). Transmutation
Dumination
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You gain temporary cover against one creature that you can see within range. The target’s only option is to use another spell slot of 5th level or lower. Until the spell ends, the target can dismiss either of the following options with advantage: You can't target an unwilling creature with this spell. When the target attempts to cast a spell with an audible component of 3d6 or lower, the spell immediately ends. This spell can end battles and other such intemperate matters on its person. Once the spell ends, the target loses control of its mind, and it can’t talk, take, take, or read any written information on its mind. A successful dispel magic spell cast against the target removes a portion of its control over the target, as well as any afflictions it suffers, that were present during its casting, and allows it to rejoin its mind. When the spell ends and the target is no longer under the spell’s effect, it wakes up and regains the benefits of any previously lost mental abilities. Abjuration
Dumination
Casting Time: 1 action
Range: 150
Duration:
Until dispelled, magic energy springs to each creature within 30 feet of the spot where you cast this spell. The energy can be replaced by an illusory version of this spell. An illusory version appears when you call the spell to fill a space within range that you can see, such as a chamber made of hands, a portal to another plane, or a place on the ground that is no more than 10 feet deep. The illusory version appears when you cast this spell to a creature within 30 feet of the spell target. The creature must succeed on a Wisdom saving throw or take 5d6 radiant damage. In addition to these damage types, you deal an additional 5d6 psychic damage to each l instance of the spell with which you cast. At Higher Levels. When you cast this spell using an 8th-level spell slot, the number of creatures affected increases by two for each slot level above 7th. Illusion
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell damages incorporeal creatures and softens them. You have resistance to necrotic damage. A creature or an object damaged by this spell takes 100 necrotic damage, or 3d8 necrotic damage, after 1 minute, or until it makes another Strength saving throw and dies. If it did so, you create a new wound with a 5-foot radius and then instantaneously regains 3d6 hit points. The spell’s base damage is 30, and it is possible that a creature would die trying to extinguish the flames, if it encountered a wound. If that creature is holding or carrying a vial containing the potion, it drops the piece of impaled body part it takes with it and buries it in a layer of soft tissue until its breath is broken. The spell’s damage is 40. If it fails the save, a creature or an object damaged by this spell sinks to 0 hit points. Until the spell ends, damaged creatures and objects sink to 0 hit points, or half as many damaged creatures or objects sink to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the radius of the wound increases by 30 feet for each slot level above 1st. Evocation
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
You alter your appearance, transform into a beast form of your choice that you can see within range and gain the statistics you need for your kind. For the duration, and at your direction until the spell ends, you are friendly to your kind and have resistance to one damage type of your choice. In addition, whenever you take damage, you can replace that damage with another damage type, such as M/F/A, M/W/H, or M/I/A. When you do so, your beast form reverts to your human form, and you can’t become a unicorn for 24 hours. If you do this again, you are no longer a beast and must transform back to your human form to regain hit points. Transmutation
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke magic within any object or surface you can see. You choose the element of a sphere centered on an object or surface within range, as if it were a surface of stone, metal, mud, or some other silvery substance. The sphere is a point 10 feet square on an unoccupied space 25 feet across. When you cast this spell, you decide whether the sphere extends beyond the sphere and where it extends within 25 feet. Until the spell ends, you can use an action to create a line of force extending from the edge of the sphere 20 feet across. Each creature within 30 feet of the point where you cast this spell must succeed on a DC 20 Strength saving throw or become restrained in the magical force for 1 minute. You can use this spell again this round, ending the lock on a target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three spheres centered on an object or surface originating from a different unoccupied space within range. Each sphere lasts for 1 hour. Diameter. A sphere is an inch deep and 5 feet tall. It contains a magical force that makes a sphere of any material it appears, such as marble, lead, or marble, strong enough to crush a Large or smaller creature. If produced by a spell or some other means, a sphere can hold up to ten charges. When a large enough creature is created over a spell’s duration, that creature can make a Constitution saving throw. If it fails, the spell ends. A larger creature, created by a greater spell slot, can create a sphere up to the size of 10 feet tall, which it can use to create four hundred and fifty-five foot long spheres centered on objects and surfaces within 100 feet of it. These spheres are strong enough to crush a Medium or smaller creature. Each sphere lasts for the duration. A magic item created by this spell or bonded by it can hold up to ten spheres. Using it to create spheres creates a different magic item created by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a duplicate of any spell, a duplicate created by a spell created by a spell of 3rd level or lower, or a duplicate created by a magic item created by a spell slot of 4th level or higher. You may choose to create two or more identical constructs at once. Each creature created by the duplicate must find a different construct at the start of its turn. The duplicate’s arms are extended, and the two constructs pass through gaps in the wall created by gaps in the wall. The duplicate can create one of the following effects when it appears: The duplicate reworks itself in one of the following ways: 1. If you use a multidimensional door or similar device, you can use an object of size Small or smaller to do so. If you use a cube or smaller to open an open door, or a cube or smaller to shut the door of an area larger than 5 feet on one side, the duplicate creates an opening in the door that is 5 feet wide and 10 feet tall. If you use a cube or smaller to open an unlocked door, however, the duplicate opens the door within the area and makes a mechanical entry that uses air, light, or some other substance other than metal. If you use a cube or smaller to open another unlocked door or to open the lid of a container that contains a liquid food item, the duplicate creates an open door and makes the container entryable only by opening it. Such an effect can create multiple doors or containers at once. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create six new duplicates of yourself, your companions, or an object you create when you cast the spell. Each duplicate lasts until you dismiss it, at which point the duplicates disappear. A new duplicate creates no harmful effects. The duration depends on the nature of the duplicates created and the material used for the spell. You can specify any number of effects created by each duplicated object. If you create two duplicates, they become duplicates of themselves, not duplicates of an identical duplicate created by the same spell. This spell has no effect if your duplicates are created by the same spell slot or a different one. The duplicate created by a spell of 7th level or lower also counts against your spell save DC. It remains inside the spell slot of your choice that counts against you when you cast it. When you make a new magic item, you might find yourself using a duplicate created by a spell of 8th level or lower instead of the current one, or using one created by a spell of level 5 or lower instead of the new one. You can reroll any of the successes and failures
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a spell attack roll that targets one object of your choice that you can see within range. The attack deals an extra 1d10 force damage to the target. If you roll a 10 or a 10 or a 10 or a 10, the target takes 10d10 force damage and must make an Intelligence saving throw. A creature can use an action to correct the effect of this spell on it: if it succeeds on its saving throw, it can use its reaction to dismiss the spell as an action on its turn. On a subsequent turn, the spell ends. Conjuration
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
Your body becomes a shifting cloud of decay that surrounds you and prevents you from healing. Choose two creatures that you can see within range. Until the spell ends, the creatures have the same statistics as normal for the size of their heads, as well as a 10 percent chance of developing dents in their bodies. The creatures also have a 25 percent chance of developing rot, or having their limbs twisted in ways that cause them to be restrained. The restrained creatures can be affected only by spells and other magical effects. Transmutation
Dumination
Casting Time: 1 action
Range: 1 Hour
Duration:
You teleport yourself to an unoccupied space you can see within range and repeat the Physical and Magical Damage as described above for each creature affected by the spell. If you cast this spell using a spell slot of 5th level or higher, you repeat the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each affected creature must make an Intelligence saving DC of 13. Magical effects can be affected only by the spell. Conjuration
Dumination
Casting Time: 1 action
Range: 1 minute
Duration:
You create a magical element that you can see that has a 50 percent chance to create one of the following effects, which can be cumulative, cumulative, or random.: Create an invisible barrier that blocks all in its area from moving. Create a shimmering sphere up to 20 feet in any half-lighted section of the area. Create a shimmering sphere up to 20 feet in any half-lighted section of the area. Transmutation
Dumination
Casting Time: 1 action
Range: 1 Round
Duration:
You create a ward on a creature you choose within range. You choose a point within range and animate as your spellcasting ability grants. When you cast the spell, you can choose one of the following effects to banish the creature: You banish a creature to a bardic dirge or a similar dirge spell. The target beseeches you to follow a different dirge course, and it must succeed on a Wisdom saving throw or become charmed by you for the entire duration. You banish a creature to an unholy prison cell. The target is forced to eat nothing but food of your choice drawn from the nearby trees, which is consumed only by the creature. You banish a creature to a necrotic prison. The target is forced to eat nothing but food of your choice drawn from the nearby trees, which is consumed only by the creature. You banish a creature to a death-sentient cell. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its watery grave. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its floating tomb. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its floating tomb. The target is forced to live for life, and none of its belongings are left. You must use the first effect in order to cast this spell, and any effect that disarms a casting banishes the creature. This spell also ends cruel and unusual punishments for those who do so. Abjuration
Dumination
Casting Time: 1 action
Range: 20
Duration: 24 Hours
This spell affects up to three creatures of your choice that you can see within range and that can’t be targeted by an attack or otherwise interacted with by another creature. A target must make an Intelligence saving throw. On a failed save, the target takes 2d10 necrotic damage and must use its reaction to move to—
Dumination
Casting Time: 1 action
Range: 20
Duration: 8 Hours
Your magic ignites flammable objects on the ground within range that are less than 100 feet in diameter. You create one such object when you make a melee spell attack with a flammable object made of wood, stone, or some other similar material. Each flammable object weighs 2 pounds when you reach the item and is melted if it is ever more than 100 feet away from you. Any creature that enters the spell’s area to retrieve the object must succeed on a Dexterity saving throw or take 1d6 radiant damage. For the duration, such creatures can’t take damage from above or below the surface. When a flammable object hits the ground or impacts against a solid surface, any flammable object that was created with this spell or that strikes it or impacts against a pillar, pillar, or any other surface is pulled up to 50 feet below the surface without dealing damage. A flammable object struck by this spell or that strikes it or impacts against a pillar, pillar, or any other surface strikes anything that is within 5 feet of it, causing it to become obscured. Transmutation
Dumination
Casting Time: 1 action
Range: 2 Days
Duration: 1 hour, up to 1 hour
Instantaneous Choose a point within range and cause up to 1 point of damage to one humanoid within range. Make a ranged spell attack for the target. On a hit, the target takes 3d6 psychic damage. On a failed save, the creature takes half as much damage. On a successful one, the spell ends. The target’s hit point maximum when it appears isn’t reduced to 0 hit points. Conjuration
Dumination
Casting Time: 1 action
Range: 300
Duration: 1 Hour
You cause up to three pillars of green light to appear at a point of your choice within range. Each pillar appears in a different hexagon on the ground. Each pillar has a diameter of 20 feet and a height of up to 100 feet. Each pillar is nonmagical in nature and blocks all teleportation and travel paths. A pillar can be up to 5 feet tall and 10 feet wide at the base and ends each creature's turn within 5 feet of it. If the pillar is moved over a barrier, a thin barrier, or a pit, it collapses and leaves behind a pillar. Each pillar has AC 20 and 30 hit points. If the pillar is placed horizontally with respect to another pillar, the pillar remains in erect position, even though it is up against a pillar. The pillar also doesn’t need to be vertical, so that a creature or a portion of an undead creature can pass through it. The pillar also doesn’t need to be directly on a creature’s surface or within its radius, so that its movement doesn’t provoke abilities that restrict its movement. Evocation
Dumination
Casting Time: 1 action
Range: 30
Duration: 10 Days
This spell makes an opponent prone or prone. The spell gives the warded object a kind of resistance that it so desires. When you cast the spell, choose a friendly construct’s sortable terrain option as the resistances bonus, and the spell ends. You can make an enemy prone by raising your hand in the air, or you can raise your leg in the air and strike it with your foot. The fey equivalent of raising your hand is causing your voice to fill with the booming of thunderclaps. Divination
Dumination
Casting Time: 1 action
Range: 30
Duration: 1 Hour
The spell ends for you and your companions. For the duration, each creature you designate within 30 feet of you (including you) has advantage on a creature saving throw against your spell save DC. On a success, the creature’s saving throw fails. Determined by Creature. You choose a creature type. If you've selected celestials or elementals, you chose celestials or elements whose weight is no greater than half the creature’s. Creature’s hit points aren’t affected. You can use an action to affect another creature. If you roll a d20, you affect the youngest creature, or the largest creature, as the case might be. For the duration, you can affect any creature’s hit points equal to your spellcasting ability modifier. For the duration, the youngest creature has advantage on saving throws against being frightened. Necromancy
Dumination
Casting Time: 1 action
Range: 30
Duration: 1 hour
You turn invisible creatures or objects that aren’t themselves visible through the body into invisible constructs. An invisible entity is 5 feet in height and covered with a shimmering substance that lasts for the duration. The substance emits a constant hum of sound and appears to be glowing or emitting a steady stream of blue light. You can shape the substance so that it has a fixed area of movement, such as a tree trunk or a ceiling, and it disappears when it leaves a location designated as a separate activity for the creature. If you target an area with an activity that requires a separate activity activity, you must use a different activity activity (5th—’d), such as reading a journal, to determine that activity’s location in the area. If you do so, the creature must choose a different activity activity that the spell determines fits within the activity’s area, even if that activity doesn’t fit within the 5-foot measure. When you cast this spell, you can use the same activity activity to create a new constructible construct, and you can affect the same thing in a 4—5 foot scale. The item created by this spell appears in your hand. It can be damaged and worn off as an action, if you allow it. It lasts for the duration, and you can use its normal properties for the rest of the spell’s duration. When you use your action to affect another creature, it must make a Wisdom saving throw or lose all use of the constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible Constructible Constructible Constructible’s body is covered with a shimmering substance that lasts for the duration. When the substance strikes a creature or a creature that uses a body part (such as a hand or a leg) or a part (such as a foot or a hip) within 10 feet of the substance, it creates an instantaneous, nonmagical phenomenon that lasts for the duration. The spell ends if you use your action to affect a creature other than the target, if you use your action to cast a spell that targets only a creature, or if you use a spell slot of 4th level or higher to banish a target into the Astral Forest. Divination
Dumination
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell poisons targets willing creatures, other than undead, and distorts them in order from green to red or vice versa. Each willing creature affected by the spell must make a Constitution saving throw. On a failed saving, the creature is blinded for 1 minute, or until it takes any damage. On a successful save, the creature takes half damage. On a failed save, the creature takes half damage. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration
Dumination
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a magical seal on an object inside it that lasts for the duration. The seal can be broken into small pieces and sealed in a wall, a ceiling, a point on the ground, or somewhere else on the wall. Whenever a target in the seal’s area crumbles or becomes engulfed in fire, extinguishing it, it falls into a deep sleep for the duration. If the creature is on the ground or beneath the seal, it can make a Constitution saving throw to break the seal, which creates a 10-foot cube on each side of the cube. If you break the seal, you open a gateway to the Elemental Plane of Fire, which can contain as many as eight planes at a time, opening a portal that leads to each contiguous plane of existence, or opening a chest in the Ethereal Plane that holds 50,000 chest slots. A target that enters the portal or drops out instantly falls into a stupor, and creatures and objects remain trapped there for the duration. Any successful saving throw from the portal effect disintegrates the object. A target can have only one stupor, and any that does so must make a Wisdom saving throw. The portal opens in a secluded location on the Ethereal Plane, which latches onto a creature that enters the portal to create a stupor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a stupor in one slot of your spellcasting ability by using an effect slot of 3rd or 4th level, such as the Smite spell, by using an effect slot of 5th level, by casting a spell by 6th, or by succeeding on eight Charisma (Investigation) checks in the same slot. Necromancy
Dumination
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You make up for lost time by appearing in front of a location where some creatures of your choice are present, such as a temple, an offering altar, or a place a lion or gazelle might occupy (such as a den and a temple dedicated to them). When you cast the spell and as a bonus action on each of your turns you can move up to 5 feet to a spot within range of a luminous being you can see. If you cast the spell and choose to move up, or move closer to a spot within range, you can move up to 5 feet to a spot within range. Illusion
Dumination
Casting Time: 1 action
Range: 30
Duration: 24 hours
Your senses brighten and shadowy forms form to a greater extent. At the start of each of your turns until the spell ends, you can use an action to move up to 5 feet beside the target and see through its eyes. While the target is within 5 feet of you, you can see through the target's eyes as if it were a human’s. The move can penetrate wall, ceiling, and even the skin of some creatures. You can’t move the target if it is on the ground, on the floor, or beneath your feet. Transmutation
Dumination
Casting Time: 1 action
Range: 30
Duration: 4 hours
You throw up to ten ordure effects within range. Choose one of the following effects at random within range. A random spell, spell, or other magical effect explodes within ten feet of you. You scramble to avoid the spell as a group of eight willing creatures. If you are surrounded on all sides by trees or other obstacles, you take 4d8 bludgeoning damage. If you are in a square, you take 4d8 bludgeoning damage. If you are in a place with an opening 5 or smaller, you take 4d8 bludgeoning damage. If you are in a place with an opening 4 or larger, you take 4d8 cold damage. Nonmagical creatures in lairs, vaults, or a pit created by a pit trap aren’t turned into creatures. Instead, they appear as foggy fogs at the entrance or exit of the space created. A creature can choose to turn into a pit trap, a cylinder created by a cylinder opening, or a vertical arch created by shaping a circle or a ring that is formed from a thin sheet of earth or dirt. If the creature is created from a solid surface (such as glass), the creature is crushable by gravity and is protected from downward impacts by strong winds. When a pit or arch appears, place it within 30 feet of a space created by a pit trap or at a point where an arch would be formed. When a pit or arch is completed, simply crush it, then use your action to crush it again, ending the effect. When you shatter a pit or arch, you create a pillar of fine particulate matter that lasts 10 feet. This particulate matter, or particulate matter lacking a base mass of 1 ounce or less, is heavily coated with fine particulate matter that can reduce it to impassable dust and create a pillar of fine particulate matter. As a bonus action on each of your turns before ending your turn, you can cause one of the following effects of your choice to occur on the same spot: For the duration of the spell, you make a spray of nonmagical flame out of a cone of nonliving creatures that you can see within range, creating a 20-foot radius flame circle with a 10-foot diameter. The flames go from left to right, and the radius is 100 feet. For the duration of the spell, you make a moderate wind capable spray a point 300 feet square, affecting only creatures and plants of the level you’re at. Evocation
Dumination
Casting Time: 1 action
Range: 30
Duration: 8 days
You create a ghostly figure covering a certain area of ground within range that lasts for the duration or until the ghost disappears. Whenever you take the Attack action on your turn while the ghost is around to do so, you can use your action to cause the ground to turn into stone, fire, or mud and then you can make another attack with it using your action to cause it to become diseased or diseased again. The ground turned into stone, mud, or anything else that you choose must be diseased or diseased again before it turned to stone, mud, or mud. Finally, when one of the following effects occurs on the ground, the ground becomes diseased or diseased again: You cause the ground to become magically diseased as a bonus action on each of your turns. This disease also extends into the Ethereal Plane, where it spreads to wherever the affected land stands. If you target a region of land on your turn, you can use your action to move the ground up to 30 feet in any direction and then cause disease there. If you target a region of land on your turn, you can move the ground up to 60 feet in any direction and then cause disease there. Transmutation
Dumination
Casting Time: 1 action
Range: 30
Duration: 8 days
You hurl a serpentine cloud of smoke from your hand. Each creature in a 20-foot-radius sphere centered on the cloud must make a Constitution saving throw. Any creature within 20 feet of the vortex must succeed on a Constitution saving throw or take 1d8 lightning damage. The vapors appear in places where light, darkness, or other harmful effects fail. The vapors deal no damage. Small or smaller objects that aren’t being worn or carried are unaffected. Once the vapors leave a creature’s hand, the creature can use its action to move it back to its hand before it explodes. Conjuration
Dumination
Casting Time: 1 action
Range: 30
Duration: Concentration;1 Hour
You weave a shimmering incense around a creature’s weapon or armor (no more than once per round for each slot). You can send the incense tinged with magical energy into the weapon or armor to chill it, create a frozen pond, or to create a bonfire. The chilled creature is immune to all damage and is covered when it moves or starts its turn there. If you cast this spell without first preparing the creature for the spells that it will be subjected to, the spell fails and the creature is immune to all damage and starts its turn there under normal circumstances. When you cast this spell, you must find a creature you can fit within an unoccupied 5-foot cube that is made of wood or stone, as well as at least one creature that is within 5 feet of the creature and that fits within the described general mold, such as a human’s largest pet or a walrus’s largest toy. If you cast the spell using a creature or a part of a creature’s body, the spell fails and the creature is stunned until the start of your next turn, unless the creature can move away from the spell. Evocation
Dumination
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a magical devil within range, entangling and entangling the illusory creature in filth. The creature must make a Wisdom saving throw. It takes 7d6 radiant damage on a failed save, or half as much damage on a successful one. For the duration, the creature has disadvantage on Dexterity saving throws and death saving throws. The creature has advantage on attack rolls against creatures that can’t be affected by a saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or cast as though you had cast this spell using a spell slot of 5th level or higher, using a bonus action of your choice. You can animate or cast as though you had cast this spell using a slot of 7th level slot, employing a bonus action of your choice. Illusion
Dumination
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You grant psychic powers to up to five creatures of your choice within range. You can specify a password that the creatures must follow on their next turn, granting them immunity to their spells for the duration, and granting them proficiency with one of their attacks and weapon proficiencies. The creatures are under the effects of a trance and have disadvantage on attack rolls against them that day. Should a target suffer an affected target being charmed, frightened, or possessed by the creature, the creature becomes friendly to it until the spell ends. The creature doesn’t become hostile to you; it simply becomes familiar with you. Alarm 30 4 Hours When you cast this spell on an area within range, a loud alarm sounds. Each creature other than you within 10 feet of the area takes 1d4 lightning damage, and the alarm lasts until the spell ends. If you cast this spell again, the damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation
Dumination
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A shimmering, translucent container appears within an unoccupied space you choose within range to hold up to 500 cubic feet of floor area and to be on the same plane of existence as the target. When a target enters the spell’s area for the first time on a turn or starts its turn there, all creatures in the area are transported to a spot within 500 feet of it. Reducing a creature to 0 hit points removes the container from its space, and any number of creatures that would be affected by a spell or spell’s ability bonus prevented a creature from reaching out to the container to touch it. Transmutation
Dumination
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A veil of flame spreads from a point you choose within range to encompass a different creature of your choice within range. For the duration, the veil doesn’t harm any kind of creature or harm any sort of object within its area. The breath spell doesn’t harm any creature or harm any kind of creature within its area. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can move the veil up to 30 feet to a spot you can see. Then you can make a ranged spell attack with it. On a hit, a creature is transported to a different location where the spell ends, and a veil is pulled up to 5 feet in a straight line toward that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the veil increases by 5 feet for each slot level above 2nd. Evocation
Dumination
Casting Time: 1 action
Range: 30 minutes
Duration:
This spell creates a harmless—but deadly—membrane in an unoccupied space that you can see within range. Nothing is touching the surface, and no matter how soft or thick the membrane is, no liquid or vapor can enter it. You choose a point within range. While touching the membrane, you create a poison gas cloud centered on that point and lasting for the duration. The cloud attracts creatures within 30 feet of it and harms them if it touches a creature or a surface. It also damages any creature that is within 30 feet of it. A creature that is within 30 feet of the cloud and within 30 feet of a well, is poisoned, and is trapped. A creature trapped by the cloud can use its reaction to make a Strength or Dexterity check (d8) against your spell save DC. If successful, it frees the creature or a surface that the cloud might be hovering. The cloud sucks up liquid or vapor that falls within 60 feet of it and harms no creature, object, or object that enters the cloud. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a gas cloud with a range of 120 feet and cause it to erupt in a 60-foot radius around a point within range. When the gas cloud appears, each creature within 5 feet of the point must make a Constitution saving throw. On a failed save, the creature takes 6d12 bludgeoning damage, or half as much damage on a successful save. Conjuration
Dumination
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create or vaporise an object, a corpse, or a portion of an object, a corpse that is a part of another creature’s body, or a vapor on the outside of an object—typically a weapon or some other explosive material—that is neither being held nor used by another creature, such as a staff or a staff member, but that isn’t being worn or carried by another creature. The vapor can be as sweet as a bitter bitter sweet or as bitter as warm honey. The effect could be temporary, as though it were created or faded over time, or it could persist for 1 hour, lasting in both physical form and as a magic item. Transmutation
Dumination
Casting Time: 1 action
Range: 5
Duration: 8 Hours
This spell allows an unwilling creature you touch to resist and animate any nonliving creature on the ground in its area. When an affected creature moves toward you for the first time on a turn or starts its turn there, the affected creature takes 10d6 acid damage, and it can’t take reactions until its next turn. On each of its turns, the affected creature can make a Constitution saving throw, taking 3d10 force damage on a failed save, or dropping to 0 hit points. In the case of a successful save, the creature has advantage on the next attack roll it makes before the end of its long rest. When the spell ends, the spell ends for the creature, and the creature stops taking reactions when it moves toward you. Transmutation
Dumination
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
Until the spell ends, dust, fog, or any other visible hazard that might otherwise force a creature to make a saving throw or make a spell attack ends. When you cast the spell, you can direct a puff of wind from a Small or larger solid to move up to 10 feet in a straight line, stopping at one edge of the line. When you cast the spell and as a bonus action on each of your turns, you can cause the puff to move up to 15 feet in a straight line, using a different material component, up to twice as much air and dealing 1d6 force damage. The gust is permanent. When it expires, you choose whether it persists or dissipates in a puff of smoke. Transmutation
Dumination
Casting Time: 1 action
Range: 5
Duration: Instantaneous
Grasping and covering yourself in a magical incense, you transform your mortal form into an undead servant, gaining +2 to all Intelligence and Wisdom checks and making your saving throws with advantage. Your body becomes more at home in stony conditions, and you gain the benefits of the undead companion spell. While the servant is here, you can either deal 2d4 + 1d6 necrotic damage to it or you can cause it to become animated until your next turn. It animates in a 25-foot cube, moving along the sides of the cube as normal and attempting to reach its maximum speed before it falls to the ground. If you succeed in causing the zombie to fly away from you, you can use an action to dismiss the spell. If you fail, the creature flies and drops whatever it is holding. It’s heavily obscured body, as well as any remains it has left, falls to the ground and erupts with flame. The creature becomes animated for 1d4 days, after which it must either end its turn in a straight line or take no actions. If you cast this spell again, the spell ends, and you have an uncontrolled animating animation with which it does not have the creature’s speed. After it animates for this duration, it still has an uncontrolled animation with which it does not have the creature’s speed. If you use a spell to animate a creature that uses an action to make an attack roll or attack a target that is no longer within a particular section of the spell’s area, this animates for the first time every day for 7 days, ending the effect. To make this happen, you need to convince the creature that the animating animation is permanent and that it reverts to normal animation after 7 days. You can use this spell with a Tiny or larger creature. The creature automatically attains the speed threshold suggested by the model. That method fails if the creature can’t walk, if it can’t cast spells as normal, if it can’t cast certain harmful spells as normal, or if it can’t eat or drink food that isn’t from an area that is covered by the spell. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: 10 Hours
You banish a creature you can see within range, wrapping it in a magical wrapping charm. The spell ends if the creature is separated from its body and trapped in the spell's area. For the duration, the creature is protected from harm, has a speed of 40 feet, and can move at up to 60 feet per round it has seen you. If the creature is charmed, frightened, or possessed by an evil spirit, it can repeat the saving throw against the spell. If the spell ends before the creature can cast a spell, it doesn't have to deal with the consequences. For example, you can end the spell on the creature if it is frightened or charmed. While the spell affects creatures of a certain kind or nature, its effects do not target any specific kind or nature of creature (such as a dark or fey creature or an elven creature), nor can they target any particular kind of creature (such as a mage, wizard, or fey creature) or specific nature (such as the trees or the rocks of the Abyss) The casting is conducted under strict secrecy, such as the DM having the creature hidden in plain sight while casting the spell. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration:
1 Day or one hour You create a magical beam of light that lasts for the duration. The beam emits a beam of light centered on a point you choose within range. The beam can be as long as you choose and can be more than 10 feet long and 1 foot tall. The beam spreads from point A to point B. When the beam reaches point B, all creatures in the area must succeed on a Strength saving throw or take 1d6 fire damage. You can also attempt to reach point C, but must make a Strength saving throw against the spell. The spell ends if you reach the middle of the beam and don’t have enough space to cast it. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A glyph appears on your person and words appear to fly out. Choose as many glyphs within range as you wish: no more than once every 30 days, or multiple times a year. You can also animate one glyph at a time. Roll 6es and dps each of the glyph's successes and failures. The glyph takes up one slot in your inventory. When it appears, choose a new creature, or choose one of the following options for its statistics: Any - size dumbbell (20 pounds) No. Huge - size dumbbell (25 pounds) Medium or smaller No. Trained - size circular Special Ability Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 hour
A spectral beam of brilliant light appears at a point you choose within range. The beam appears in a spot you choose, such as an area of plain air, a place that isn't occupied by common goods, or a place that is heavily trafficked. The target must succeed on a Wisdom saving throw or be affected by the beam for the duration. The spell ends on a target affected by the beam. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose a nonmagical object that you can reach and that is within reach of an unwilling creature. The creature begins to bleed when it drops to 0 hit points. If the creature starts its bleed with 10 hit points, the creature is no longer bound to the container and can no longer move or use its movement to move. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 hour
Describe an object or place that is covered by an invisible barrier and is of a size that is equal to or smaller than the object or place’s area of effect. The barrier is the same size as the object or place’s area of effect, except that it can be of any size, shape, or size. The spell’s effect ends when you cast the spell. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, a creature inhabits a space on the same plane of existence as you, and it makes a Wisdom saving throw. On a failed save, the creature is blinded and deafened for 1 hour. On a successful save, the creature can detect the presence of an illusory creature and can identify the creature as the hag. The w hiper can be a construct or an undead. The creature has advantage on Wisdom checks and Intelligence saving throws against being frightened by this spell. Enchantment
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
For the duration, a Large or smaller creature that you choose within range when you cast this spell’s attack rolls a successful die. The target’s gear rises by 1 until the end of that time. It also becomes immune to all damage and conditions until the spell ends, at which point it resumes its roll of 16 or higher. Illusion
Dumination
Casting Time: 1 action
Range: 60 (1 hour)Instantaneous
Duration:
You create a circle of transparent orbs that look like a large, circular mirror. The orbs are difficult terrain and are difficult to see from space. The orbs appear to be ordinary objects that have been created by magic or ritual and are difficult to see through the use of magical or ritual means. You can use an action to cause the orbs to disappear. You can use a bonus action to cause the orbs to reappear in a random spot on the floor or within an area of your choice that is not within 1 mile of a point of closest divination. This spell ends if the spot on the floor or within an area of your choice is destroyed or the orbs reappear in a different spot on the floor or within an area of your choice that is not within 1 mile of a point of closest divination. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Light mist forms around a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. Once before the spell ends, the mist covered the target as a bonus action on each of its turns. The mist covered the target with a covering charm, making it appear as though it w ere covered. If the target fails the saving throw, it can use its action on a new saving throw against the charm. On a successful save, the spell ends. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a harmless harmless object within reach. The object remains at the top of a nonmagical being for the duration. While the item appears, the creature it animates with must make a Wisdom saving throw. On a failed save, the creature can’t speak a single nonlegible word. While the item is in the spell’s area, the creature that created it (the object’s owner, the object’s guardian, and the object’s physical form) must make a Wisdom saving throw. On a failed save, or the object becomes invisible for the duration of the spell (the object must still be on the same plane of existence as the spell’s target)—until the spell ends. When the item arrives at your DM’s desk, you can choose to create an invisible object that can be picked up by another spell or thrown by a spell. Alternatively, you can use a cumulative effect of two effects on the object, which deal additional damage when you cast that spell. If an object damages a creature or a creature uses an action to move the object, that creature must make a Dexterity saving throw to avoid the cumulative effect, and then the cumulative effect ends for that object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each slot level above 4th. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell inscribes the contents of an illusory image, made of magical energy, that you can see within range. You can inscribe the image on one creature you can see, up to 1,000 feet away. The image appears within range as a brilliant blue glow, and the creature can be damaged or otherwise affected by the image. You can inscribe a false image on any surface on the ground that you can see and lasts for the duration. In addition, when an image overlaps with another image, the image overlaps with whatever image is made of the illusion. If you choose, you can inscribe an illusion that can be destroyed or hidden for long ago. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Up to six creatures of a kind, whatever they are, appear briefly in a space that you choose within range. The creatures can be as friendly as family or as hostile as hostile neighbors. The creatures can’t attack or patronize you. You can use your action to dismiss the spell, which has no effect. As an action, you can move one creature whose slot is not open to stand in between you and the spell. While this move allows you to move from one creature’s space to the other, there is a 20 percent chance for each casting of the spell that you do so. The move also stops you from moving as you move from one creature’s space to the other. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You cause a creature of your choice that you can see within range to become incapacitated for the duration. The spell ends if you are incapacitated by another spell of 1st level or higher. The spell ends on a creature if the target is an undead. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You cause up to eleven pieces of nonmagical magic known to you as magic items to flicker and twist in an instant. The item can be of any kind that is magical, such as a book, a spell, or a staff. A piece of magic that isn't a magic item can be damaged, but no more magic can be created by the flicker. The piece of magic is harmless, and it disappears when the spell ends. If you cast this spell on the same creature or once on the same creature multiple times, the flicker ends. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You cause up to ten creatures that you can see within range to become temporarily blinded. The spell’s effect lasts for the duration, if it exists. When the spell ends, the target loses control of its mind, and it reverts to being a creature with Intelligence and Wisdom equal to your spellcasting ability modifier. The blindness condition can be negated with another dispel magic spell. When you cast this spell, you can have the blindness condition only occur once or twice. If you cast it once before, it doesn’t occur again. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a circle of flames that are centered on a point you can see on the ground within range. The flames appear a bit green or blue on the ground, and they appear within range to one creature of the chosen size or kind of beast, if that creature is Huge or smaller. The flames fail entirely on a successful saving throw. You can use a bonus action to cause the flames to flicker green, to create a glowing bead on the ground within range, or to create a barrier around the flames, like so: If you attack a Tiny or smaller creature on the ground within range, your flame ignites the creature. If a creature moving toward you makes a melee attack between the two of making a melee attack roll or a spell attack within the flames, you cause the creature to make the spell attack both ways. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a ghostly image of a creature within range. Make a visual, auditory, or written report of the creature’s appearance, sound, or smell, as described in its description. The creature can be a humanoid, an animal, or a vegetable. You can cast this spell without regard for passage limitations, though it must first be cast within 30 feet of you. You can also set off alarms in the area (some creatures only work when the alarm sounds when the creature is within 30 feet of you). You can also summon one of the following creatures to affect you: An undead that can’t be charmed. An evil spirit. A fiend, such as Mephala, that inflicts darkvision to hunt. A fiend that can’t communicate. A necromancer, other than the mending spell, that uses wish effects to divinity. A spirit that can’t be charmed. The affected creature can use its action to make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and it can’t take any damage from nonmagical wounds until the spell ends. A creature that fails its save when it does so is stunned, deafened, or paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5thlevel or higher, you can target one additional creature for each slot level above 4th. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical globe composed of one or more of the following properties: - Arcane, - Electrical, - Poison, - Lightning, - Earth, or - Water. For each of the properties listed above, you must roll a d6. On a success, the globe remains until you dismiss it as an action. Divination
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a pillar of vapors that rises from the ground in a 30 feet radius and remains there for the spell’s duration. The pillar appears 5 feet above the ground and lasts for the duration. When you cast the spell, choose one of the following effects to cause the pillar to rise: You create a 20-foot cube of flames that are strong enough to rip through any fabric made up the material component. You cause flames to bloom in a 30-foot radius around you. You create a puff of smoke in a 30-foot radius around you to make it difficult terrain. You instantaneously create or fill in a trench, ramp, or other small passage or gap within a 30-foot-radius, 30-foot-deep gorge. You extinguish a leaking fountain in a 30-foot-radius trench or pit, make a trench or pit embankment an embankment, raise a trench trap, or raise a pit wall. If an opening exists within the trench or pit trap, the trap or pit opens at the end of the spell’s duration, and if you cast the spell while the opening is visible, the spell creates a permanent pit wall at the start of each of its turns. When the wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is caught in it for the duration. The wall is a temporary barrier created by the spell against the normal flow of water in that area. It lasts until the wall is dispelled and the water no longer exists. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or link up to two half-sized stone pillars for each slot level above 6th. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a solid object that fits within a 5-foot-radius sphere centered on a point within range. The object must be no larger than 5 feet by 5 feet by 5 feet. The sphere must be within 20 feet of where the object is placed. The object must be for the purpose of casting an Intelligence (Investigation) checksum spell and must contain no more than 10 gp worth of material components. The sphere must be within 30 feet of the destination point. The object can be a solid object, a cylinder, or a sphere of similar size and shape. The object must not be moving or moving in any way. The object can have no more than one component. The object can be of a material component, a nonmagical component, or a composite component that can be made. The object is made from one of the following types: metal, stone, wood, or wood (the object can be any of the following types). The object can be made from any material that can be made from the material for which it is made. It can be made from any material that is not metal. The object can also be made from any material that is not stone. The object can be unarmored. Each creature that takes damage from the object must make a Dexterity saving throw. On a failed save, a creature takes half as much damage from the object as it would from any other material. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a ward against magic. Choose any number of willing creatures that you can see within range. A creature or a wall of fire rises from the ground within range. The fire spreads around corners, but never more than 5 feet tall. When the fire spreads, each creature within 5 feet of the fire or in a 15-foot-radius sphere centered on the point where the fire spreads begins to expand at the target. Each creature in the sphere, other than you, must make a Dexterity saving throw. On a failed save, the spell ends for that creature. If the creature fails that save, it can’t attack you until the spell ends. If you cast this spell using a spell slot of 6th level or higher, the spell ends for each of its turns, for the duration. If you cast it using a spell slot of 7th level or higher, the spell ends for each of its turns. For the duration, an affected creature has disadvantage on attack rolls against you until the spell ends. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make a potion of temporary health or stunning damage in your movement that you can see within range. You make the effect taste sweet and savory, giving it a different effect depending on the creature’s size, body weight, or whatever other factor is considered when making that effect. The effect lasts for the duration, or until you use an action to make another effect. This effect can have one or more effects, such as raising eyes or giving off a strong yin and some otherworldly message to friendly creatures within 30 feet of it. The change lasts for the duration, or until you use an action to dismiss it. It lasts up to 10 minutes, depending on how many potions you have, how many creatures you have created and what kind of effect the potion has on them. To see how long the potion takes, select an area of terrain that you can see and see under your control (such as a rock wall or a crevasse) and pour the potion into it. You can use a bonus action to cause the potion to erupt, which deals 4d6 force damage to you and your companions in a 10-foot cube. Each creature that starts its turn in the cube must succeed on a Strength saving throw or become restrained by the potion until the spell ends. When this happens, any creatures that are still restrained by the potion have advantage on attack rolls against you. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic ignites a piece of nonmagical solid waste. You choose a solid surface within range that you can see. You instantaneously fill it with smoke, rain, snow, droughts, or any other sort of natural disaster that might affect a creature within 30 feet of it. You light the smoke and then cause harmless effects to follow. The following effects might occur if you have cast this spell directly: The creature is carried thin to the ground and prone. Huge or larger creatures don’t benefit from being carried as vehicles. Creatures carrying fewer than the maximum number of pounds they can carry don’t benefit from being carried as vehicles. Creatures carrying more than the maximum weight they can carry don’t benefit from being carried as vehicles. A creature carrying more than the maximum number of pounds it can carry doesn’t benefit from being carried as a means to move. A creature carrying more than the maximum number of pounds it can carry doesn’t benefit from being carried as a means to move. A creature carrying as much as the maximum amount of weight it can carry doesn’t benefit from being carried as a means to move. A creature carrying as little as the maximum amount of weight it can carry doesn’t benefit from being carried as a means to move. A creature carrying as much as the maximum amount of movement speed it can carry doesn’t benefit from being carried as a means to move. You can use your action to move these effects from one surface to the next, moving from one surface to the next, stopping short of moving to stop this effect, or stopping short of moving to stop this effect. If you change one surface to another using your action, your action to change one surface causes the change. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You seize one willing creature that you can see within range, causing it to become blinded for an additional 60 feet. The target must succeed on a Wisdom saving throw or be blinded while you are within 60 feet of it. Once blinded, the creature lashes out at you, aiming to steal another creature’s magic, thus forcing its actions and manifesting its true nature. While blinded by this spell, the target is forced to make one colorvision saving throw. When it does so, it makes a Wisdom saving throw with disadvantage, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. If one of those acid stings, the target takes 4d8 necrotic damage, and it is blinded for the spell’s duration. The spell ends if the target w ho lives a free living life on a different plane of existence. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You start a spell of concentration for the duration. You can use your reaction to determine the concentration of a spell it contains, as long as you can remember the name of that spell and the name of the target of that spell. The spell must be cast within 5 minutes of its being made. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You take a –10 penalty to AC and your Strength scores. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You unleash the power of your mind and body to restore peace and order to the battlefield. Choose a location. You can affect all three locations but you needn't reveal the location to one creature other than the one you choose for the locations to count. Creatures that aren’t combat bound or have no combat prowess penalty on their attack rolls or attack rolls against you are also unaffected. A creature’s speed is not affected. When the spell ends and all three locations are restored to life, the spell ends for that creature. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 1 minute
A large cylinder of acid appears in front of you in a 15-foot cube, containing a poison, a poison resistance of 1/2, or a spell of 6th level or higher. The cylinder can be a standing, horizontal column or a cylinder of air with a 60-foot-radius sphere. A creature can use an action to make a Dexterity (Athletics) check against your spell save DC to determine whether the cylinder appears or not. The creature can determine the shape or opacity of the cylinder by subtracting one from your spell save DC. The cylinder is opaque except for a thin sheet of transparent material covering the cylinder. A creature can use an action to move the cylinder up to 30 feet in any direction, or to cause it to automatically return to its original form. A creature can also move the cylinder up to 60 feet in any direction. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Lightning bolts appear and hover in the air to launch at your enemies. A target must make a Dexterity saving throw against a bolt of lightning for the spell’s duration, which ends if you cast this spell again. A bolt deals 4d6 lightning damage to you if it hits any creature or if it strikes a chest, a door, or a statue within 5 feet of the target. Other creatures have disadvantage on the saving throw. When a bolt lands, it impacts with a bolt of lightning instead of a normal lightning bolt. When a bolt strikes a statue or a chest within 5 feet of the target, the bolt strikes it and deals 4d6 lightning damage to it. If you have a lightning bolt of any kind, create two more of it. If you have three or four flashes of lightning in your possession, create one of those flashes when you use your action to create another flash. Once a spell ends, the spell doesn’t end. The spell creates no more lightning flashes or lightning bolts. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell reduces any sort of Illusion centered on an object or the ground to a state of disarray. Any spell cast that attempts to cast a spell using stone, mud, or ice only reduces the illusion to a state of disarray, with the target and its allies dealing with the effects for the duration. If the target is in an illusory state of disarray or is surrounded by rubble, a storm of spells that affect it deals 1d4 damage, and the DM might rule that the spell fails. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell sucks the life out of any creature who isn’t incapacitated. The target takes 1d10 necrotic damage, and it must spend 4 feet of movement to regain expended spell slots. The spell ends if you cast this spell again and the target is no longer on the same plane of existence as you. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell targets a creature within range and primes the creature for a specified duration of concentration on this spell. The duration depends on how the target is treated. If the spell targets a creature of age 60 or older, the duration is 24 hours. If you target a creature of the same age as you, the duration is 60 hours, and you make the spell targeting the target either successful (your choice) or illusory (your choice) for the duration. The spell then ends. If you target a creature under the age of 11, the spell ends for that creature, and the spell then ends for that creature too. You can use only once during the spell’s duration. If you expend all its full concentration on this spell, the spell ends for that creature, and all its hit points are reduced to 0. The spell damages friendly creatures, not itself, and lasts until the target stops concentrating on the spell or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 Hours
With advantage and several layers of concealment on your side of the altar, you invoke a magical magic that inscribes a pattern on the ground that you can see within range that looks like a snake or a spider. You can specify a specific spell to accompany the magic, such as a spectral curse or a potent magical spell. If you cast these spells over a long period of time, some of the patterns appear to take a long time to manifest, so they appear to have been created when a target is slain or when a significant portion of the creature’s body becomes unprotected, such as when a target is ambushed or a creature uses a spell to bite or stab a target. These patterns can be traced to a specific portion of the floor or ceiling, so they appear bold and ominous, similar to patterns that a phantasmagoria spell could spell. Whenever you cast this spell, and as a bonus action on each of your turns before the spell ends, you can change the pattern you specify for each creature, or for a portion of the floor or ceiling, creating a new symbol. A creature that uses an action to speak a cryptic spell must make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful one. Alternatively, you can instantly understand the cryptic nature of any creature that moves into the area. While you understand the glyph, the creature w is protected from damage. In addition, a creature that uses an action to put the glyph into writing must succeed on a Wisdom saving throw or take 5d6 psychic damage, and half as much damage on a failed save. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a ward that protects up to three types of creatures, such as elves, goblins, goblins, hobgoblins, hobgoblins, and trolls. The wards protect each creature within 5 feet of it and around corners. When a creature would be affected by a spell of 1st level or lower, a strong wind (at least 10 miles per hour) disperses the mist at half the area around the affected creature. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 hours
You make a spellcaster’s worst nightmare a reality. The worst nightmare is a nonmagical nightmare that can be created by any creature you select, whether it be a creature, a pillar, a ceiling, or whatever vertical or horizontal bars it appears on are visible to you. It doesn’t matter if the illusion is real or imagined, tangible or perceived (such as through the fabric of your clothing or some sort of armor), or whether or not the illusion is real or imagined in some way. It doesn’t matter what form the illusion takes. Once set, the illusion lasts for the duration. Because you possess a construct, a magic mirror, or an object made from an illusion, you can use your action to cast the spell on the image. On a successful check, you can see through the mirror’s surface and hear what it hears. You can ask the image to join your own thoughts, and it does so. If you cast this spell multiple times, you can have up to three threads created by the illusion created threads for you or your companions. If you cast it multiple times, you can have up to four threads created by the illusion created threads for you or your companions. If you cast it multiple times and make an Intelligence (Investigation) check against your spell save DC, you can have up to three threads created by the illusion created threads for you or your companions. If you make an Intelligence check against your spell save DC, you can have multiple threads created by the illusion created threads for you or your companions. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 24 hours
Your ghostly form appears in a shadowy location, appearing as a pale ghost when you cast this spell. While the ghost is in its spectral form, any effects created by magic that would otherwise protect against its physical manifestation are suppressed. The shape of the undead also determines whether you cast spells or make attacks using melee or ranged attacks. You can use this spell with advantage to resolve physical combat between two physically matched adversaries, and you gain advantage on any attack and attack roll made using the duelist spell used to resolve the dispute. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 2 Hours
This spell purges the soul and organs of a creature he mains to serve as a service to a patron or patroness. The service takes 1 hour. While the creature is conscious, creatures that aren't his close friends become trapped under the spell. A creature that is targeted by the spell at the start of each of its turns falls unconscious; if this spell ends before then, the target takes 6d6 psychic damage, and it must immediately know the spell's location by casting this spell again. If the spell ends before then (or if you cast it early), the creature must immediately know the location of its missing friend. Divination
Dumination
Casting Time: 1 action
Range: 60
Duration: 6 Days
For the duration, you can mentally recall one of the following memories: 1) The first time you see a creature that you can see or hear, you can designate one of the memories. You can also recall one of the memories while you are within range of the memory, as long as you can see the creature’s head and are within range of the memory. Thus, for example, you can recall that you are watching a creature that is being attacked and must take immediate action to avoid it. You can also recall a memory of a creature that is attacked and must make a Charisma saving throw. On a success, the creature takes half as much damage and isn’t frightened. You could also recall an utterance that was never meant to be spoken, as long as the creature’s action was to utter the utterance. This is a spell’s effect only. If you cast this spell using a spell slot of 7th level or higher, a permanent object of your choice that you can see that isn’t being worn or carried by a creature is unaffected. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 days
A creature of your choice that you can see within range must succeed on a Wisdom saving throw or be charmed for the duration. On a failed save, a creature is charmed for the duration. A creature can also use an ability check to see the status of its companion and the condition it must meet to cast the spell (your choice in which case the condition fails).’ The condition is a d10. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
1 hour (up to 10 minutes) Instantaneous A creature you touch can throw a point of your choice that you can see within range. The target’s weapon’s weapon attack roll is equal to 1d6 + your spellcasting ability modifier. A creature can use an action to dismiss the spell with a -2 penalty on its attack roll. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
Instantaneous A magic circle surrounds a willing creature and lasts for the duration. The circle is composed of three parts: a central part of a sphere (the orb shape), and a thin sheet of air that extends over the sphere. The center portion of the cube is occupied by a specific object, such as a magical weapon or spellcasting instrument. For the duration, the object serves as a target, and you can use your reaction to dismiss the object as a bonus action. You can also dismiss the object as an action on your turn. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a harmless odor in a location within range, like a strong wind, making the scene appear as if it were an enclosed room. Each creature in that area must make a Constitution saving throw. On a failed save, a creature exhales a vaporous mist in a 7-foot radius, filling a 20-foot-radius sphere centered on the spot where it appears. The mist spreads around corners and moves at half speed, making it difficult terrain for creatures other than you to pass through. When a creature enters the vaporous mist for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage and is blinded for 1 hour. On a successful save, the creature takes half as much damage, and blinded creatures have advantage on saving throws against this spell. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 hours
This spell creates an invisible barrier that protects a creature’s surface from light and dark energy. A creature of Medium size or smaller in size or standing still when placed in the spell’s area must succeed on a Wisdom saving throw or be restrained. The restrained creature can use an action to make a Wisdom saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one. The burning barrier, if any, extends out to 30 feet and is composed of 10x as many small nails as normal nails. It lasts until the item drops to 0 pounds or less. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell destroys a creature or an object within range when you cast it. That creature or object can consist of up to four creatures, up to one object capable of being a creature, and up to eight creatures or objects, up to eight objects capable of being an object, capable of being attached to an object and capable of being consumed by it. You can designate creatures that you can see within eight feet of each other, or creatures that can either serve as allies or enemies. Each target must succeed on a Wisdom saving throw or its speed is reduced to 0 for 1 minute. When the spell ends, the target departs from you and reappears in its location at the start of your next turn, in the space it left or where it left off. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the reduction to SM damage by 100 percent increases to the damage dealt by any creature other than you. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell makes your skin crawl and twitch. Roll d 100 and add 1d8 necrotic damage to the die roll. You make the damage look like this: At the end of each of its turns until the spell ends, you can use your action to do the following to a Large or smaller Medium humanoid’s facial features. Until the start of your next turn, you can use your action to move the head of that Huge or larger humanoid up to 60 feet in any direction. Until the start of your next turn, you can use your action to move the back of the head of that Huge or larger humanoid up to 60 feet in any direction. Until the start of your next turn, you can use your action to move the upper half of the face of the creature’s head in any direction. While you are using this spell to move the head of a Huge or larger humanoid up to 60 feet in any direction, the creature is restrained by this spell. While the creature is restrained by this spell, you can use a bonus action to make a melee spell attack with it. On a hit, the target takes 1d10 necrotic damage, and it must make a Wisdom saving throw. As a bonus action, you can utter one of the following incantations while the spell is in effect: Taught by the Black Lotus Tertullian incantations Tertullian spell At the end of each of your turns, if you do so, a message appears in the air at the location of the target’s voice that repeats a mantra that you know. At the completion of each of its turns, the target makes an Intelligence saving throw. It takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell summons up to six Medium creatures that look like themselves and that are under the age of one. Choose one of the following options for how long the targets remain: One creature of Medium size or smaller can’t be summoned by this spell. Two creatures of the same or lower level can’t be summoned by this spell. Four creatures of the same or lower level can’t be summoned by this spell. Five creatures of the same or lower level can’t be summoned by this spell. Six creatures of the same or lower level can’t appear in the game while the target is within 60 feet of one another. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 hours
This spell targets one willing creature and halts the growth of any disease, poison, or other harmful effect within 8 inches of the target. For the duration, the target sheds bright light in a 30-foot radius and has resistance to radiant damage. This spell also halts the growth of any disease, poison, or other harmful effect within 8 inches of the target. While the target is shedding this disease, any creature that can’t speak a single command in its song and doesn’t use its movement to speak a command or command a task to one creature must spend the entire duration hiding. When the spell ends, the target drops to 0 hit points and emits bright light in a 30-foot radius and a radius of 30 feet to all creatures in that area. On subsequent turns, this light radiates a low hum, creating a silence that lasts for the duration. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You cause fog to form on a solid surface within range. The fog spreads around corners and forms openings as wide as 20 feet deep. It lasts for the duration or until a mist thickens around a creature that you choose. You can shape the fog so that it is composed of up to four horizontal lines, and then you can use your action to move one of those lines up or down as you like. The line created must be horizontal or vertical; if it passes over a solid surface you must use your movement to move it up or down. If it passes over rubble, dirt, or other soft barriers, you have advantage on any Strength or Constitution saving throws you make to resist the fog. While passing through the fog, you can use your action to create a 15-foot cone of gray smoke centered on that point, 5 feet high, that lasts for the duration. Smoke and mirrors combine to produce this smoke. Within that cone, you can create conjured products such as simple mirrors, lanterns, and so on. Each cone of smoke has AC 15 and 30 hit points. When reduced to 0 hit points, each spell cast ends before it. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You create magical energy within range to make creatures move and create new ones. Creatures that have the Intelligence or Wisdom associated with them can sense the energy used, but must be within 30 feet of the casting area before the spell can be cast. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You invoke a god or goddess, inanimate or otherwise, to cause up to 3D6 radiant energy to glow in a 30m radius. Each creature in that area must make a Charisma saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded until your next turn. The blindness condition can be managed by changing the types of creatures in the area, as described below. Creatures that aren't creatures are affected by the blindness condition, as are creatures that aren’t there if they aren’t there. Creatures that aren’t there are also blinded, deafened, or can see only by visible light. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration:
Concentration Until you finish a long rest, your exhaustion fades. Instead, whenever you hit with a weapon attack during this spell, you deal an extra 1d6 damage to that weapon and make the attack roll with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, whenever you hit a creature with a nonmagical weapon attack during a turn, the weapon is pulled into the attack roll. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
A magical spell appears within range. The spell must be cast from the spell slot of the target spell. If the spell is cast from a other slot, it can only be cast from the same slot. At any time during the duration of the spell, the spell can be summoned from the same slot as the target spell. 60 Concentration, up to 1 hour A creature that ends its turn in a location it can see within range must make a Charisma saving throw. On a failed save, the creature takes 4d6 psychic damage and half as much damage on a successful one. The spell ends on a creature that starts its turn in a location it can see within range. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You make an undead creature prone. The creature must be within 30 feet of you when you cast this spell or the spell ends. It remains prone for the spell’s duration, or the spell ends, and you cause it to become limp and unconscious. The creature takes 10d6 necrotic damage, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Instantaneous You call forth magic in your hand, shaping your own destiny. Choose a willing creature or an object you can see within range, either a creature or an object created by an object created by an object. You choose the creature’s basic shape, or an illusory piece of a creature created by an illusion created by an object. If you have the creature created form, you choose an unoccupied space within range that is a cube from your space within range. The cube is difficult terrain, and you can’t activate it, activate its sensors, or otherwise impede its movement. The cube is an object created by an illusion to serve as a fortress against hostile siege engines. When such a fortress appears, each creature within its area is pulled to one side of the creature and must make a Strength saving throw. A creature takes 6d12 bludgeoning damage on a failed save, or half as much damage on a successful one. While the fortress is active the creature is vulnerable to bludgeoning damage, and it becomes difficult terrain for its creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage multiplied by 10 for each slot level above 6th becomes 12d12. When you cast it using an effect slot of level 10th or higher, the damage multiplied by 40 becomes 50f—it takes 1d12 slashing damage for each slot level above 7th. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
In this spell, a creature that you choose when you cast this spell becomes immune to being frightened. This immunity lasts for the duration, or until you use a spell slot of that duration. You also deal an extra 1d6 psychic damage to any creature that is charmed or frightened by the spell. At the start of each of your turns until the spell ends, you can use a bonus action to teleport a willing creature to an unoccupied space you can see within 60 feet of you. The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. When the creature reaches the number of creatures it wants to be bound to you, it chooses a quest that explains the arcane rules surrounding the binding spell, as well as how to do so. If you are unable to bind a bound creature to your side, the creature pursues its task to the best of its ability. If you want the creature to remain bound to you, you can use a bonus action on each of your turns to dismiss the spell. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell instantly removes a creature’s clothing or magical item that it is holding and, if severed, returns it to its body. This spell can end one or more nonmagical effects on the creature after it leaves its body or when it regains hit points. Additionally, the target loses any expended movement, reaction, or spell slots it had before it severed itself, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 10 hours. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to blind a creature that you can see within range. When the target makes an Intelligence saving throw, it can roll its d6 and add the number rolled to the saving throw. The saving throw is negated by the spell’s insanity trigger, which is triggered when another creature with the same Intelligence as the target tries to cast a spell or enter a mental image. On each of your turns until the spell ends, you can use your action to resolve the insanity trigger on one of the creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 hour and the intensity of the insanity trigger to 1 hour and the intensity to 10 hours for the duration of the spell. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause a creature to revert to its original state at the start of your next turn, and can’t revert back to the warded condition for any length of time. This spell can end another creature’s turn, causing it to revert to its original condition. The spell can’t affect a creature’s physical or mental condition or cause an effect’s mental condition to change condition. You can end the effect of your spell on a creature that is warded by using an action to dismiss it. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause one creature that you can see within range to become animated at the same time that another creature says the spell’s name. Creatures that have a natural hair growth rate of 1 and whose body mass index is under 30 or who are in between the eyes of their mother and the size of their heads are excluded from the animating effect. The animated creature can use its movement to move so that it appears in a random location on the ground within 30 feet of you. It can make one attack attack with this animated creature, and it can’t attack anyone else within 30 feet of it. If you cast this spell before you cast a spell of 3rd level or higher, the animating effect of the spell spills over into your subsequent spells of 3rd level or higher. The animating effect of your animate dead doesn’t switch to a new form until you make a new one. When you do so, you release all of the animating effects from the animating effect so it doesn’t reappear in your corpse. If you use a spell slot of 4th level or higher to animate a human, the animating effect of that spell springs from the animating effect of the severed part of the severed human’s neck, and the animating effect of the severed part of its shoulder springs from the animating effect of the shoulder’s front teeth. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to ten illusory creatures that you can see within range to become translucent, becoming invisible and vulnerable to falling harm. You can use a successful dispel magic spell to end the blindness for each creature’s hit points. If you cast this spell again, the blindness ends for each creature who fails its saving throw. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You cause up to twelve creatures with a spectral appearance to flicker and change into whatever form you choose (up to 8th level, 11th level, or 17th level). The new form can be a Huge or smaller creature, a beast, a fish, a frog, or a poisonous lizard. If you chose a creature type, the creature is likely to be a Large or smaller creature, though it can be a Large or smaller creature. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create either fireworks, fireworks rings, or other similar objects that are lit and animated. Until the spell ends, you can make either item sound cheerful or sad, and it can animate or animate a nonliving object as a bonus action on each of your turns. If the object you create emits a tune, the item is a tune made by you and might consist of any of the pieces you create. If you create a nonliving object that emits a refrain, the object might consist of a refrain made by you and might also contain a refrain by someone else. If your creation sparks a battle, an attack, or a short or long ranged weapon attack within 30 feet of the object, the object must succeed on a weapon attack saving throw or become magically linked to that weapon, and the magic item becomes animated and animates a different weapon attack at the DM'S option. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You fill a 20 to 30 foot cube with green light in a 60-foot radius centered on that point. The light emits bright light in a 60-foot radius and dim light for an additional 60 feet. For the duration, affected creatures are blinded and deafened and have disadvantage on attack rolls against creatures within 60 feet of the point where they cast this spell. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You sacrifice something you hold dear for the service of a creature, a sacred service. Choose a creature whose challenge rating is equal to or less than the creature’s level. The creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell is warded against its normal mode of movement and frightened. Divination
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A piece of equipment that isn't being worn or carried by a creature falls from the sky and lands in a space that you can see within range on the ground or in a trench. For the duration, the piece of equipment has advantage on attack rolls against creatures or on attack rolls against creatures that aren’t wearing armor or that aren’t carrying a weapon. The piece of equipment lands in the ground within 30 feet of a location where you cast this spell. The trench extends down to 45 feet in a straight line from where you cast this spell to where you are standing. If you cast this spell from a different trench than the one you occupy, the equipment falls in a circular arc from top to bottom and doesn’t flatten out. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Instantaneous You unleash a raging storm and shatter trees across a region of up to ten hundred square feet. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 2d6 lightning damage, and it automatically ends its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Lightning bolt inches from a target within range to strike that target. Each target takes 4d6 lightning damage when it hits a creature or a thing within 5 feet of it. If you hit a creature or a thing within 5 feet of it with a weapon throw, the bolt shatters, forcing those creatures to 1d4x more prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 11d6. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell creates magical, intangible objects that can be interacted with by your eyes and speak the language of a willing creature of your choice that you can see within range. The object can only be used by one creature for the spell’s duration. At the end of each of its turns, you can use your reaction to command the creature to move. The creature must make a Wisdom saving throw. If it fails, the spell ends. The object can’t be moved or interacted with by other creatures, including you. A creature must make a Wisdom saving throw when it moves or if it becomes frightened of you. On a failed save, the object is sent flying. The object must be within 5 feet of you. If it is near you or if you are within 5 feet of it, the object flies to the nearest space and ends its next turn there. The object can be destroyed by ranged spell attacks or by melee attacks made against it. The object can be made from any material component or metal. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell poisons the flesh of a creature that you choose as your food component as a way to end the suffering of its friends and foes. The target suffers from the same debilitating trait as undead, such as being covered with a lich's cloak, and it becomes frightened and unable to do anything harmful to you for the duration. The casting of this spell on the target doesn’t reduce it to a dark place or harmless for its owner’s name. The spell ends for it if it is used to attack another creature. Once the spell ends, the target takes 1d10 necrotic damage, and if the target’s health drops to 0 or if it misses a saving throw, it takes only half damage, and half the normal amount of damage it takes for it to regain health. If the target uses its action to make a melee attack, roll a d 100 and add the number rolled to the attack roll. On an attack roll, the creature can roll a d4, with a highest number being equal to twice the number rolled. On an attack roll, the creature can roll a 3 or 4, and so on. To learn more about the effect of this spell on creatures, look at the Monster Manual. The necrotic damage for this spell on a creature is 1d10 x 3d10 necrotic damage. Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 20-foot-radius, 10-foot-high cube of black energy, centered on a point you can see within range. The spell lasts for the duration. If you cast this spell multiple times, you can have up to ten of its effects active at a time. The spell takes effect when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical cloud of mist at least 50 feet long and 5 feet in diameter, covering a 60 foot square and 5 feet of soil or 3 feet of nonporous soil or 1 inch of nonwoven soil. The cloud spreads around corners and is heavily obscured. The cloud is invisible. You choose one of the following effects when you cast this spell. The image spreads to the entire surface of the target area, where it remains for the duration, and to up to 30 feet within 5 feet of a structure. You can use this effect to create a translucent barrier that blocks light and darkness. Through the barrier, a creature can see and hear you and to the other side of the image, and through the image, as well as any creature within 5 feet of you, can communicate with you and to several other creatures you can reach. An image can be as small as an obscenity image or as large as an image of a deity. You can frame a message to one creature and deliver a message to another creature while the image is created, though the creature delivers the message to you in a different form and at the expense of the image. You decide how the image appears when you create the barrier. When you cast the spell, you decide what kind of image you wish to create, and when you create the image, you decide what kind of image to animate using technology appropriate to the image. For example, you can animate a misty cloud based on the image you create. Each creature in a 5 foot-radius sphere centered on that sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage, or half as much damage on a successful save. The image remains in the sphere, burning bright and shining in a 20 foot radius around it for 1 minute. You can animate one of the following creatures. While the animated creature is under the cloud, it makes a Wisdom saving throw each time it takes a new damage, and it can’t revert to its previous form until it has done so. If a creature uses its action to do so, it can use its action to move the image as described above to the left of the creature it’s animated form on the Dash. The move requires the creature’s movement and 1 swift action need not take it. The image remains under the cloud even after you cast this spell. Once created, the image can be destroyed or otherwise dispelled by means other than creating an image of you. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a pillar of fire within range that lasts for the duration. Choose one creature that you can see within range and crack the pillar. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is engulfed in smoke. At the end of each of the fire-like flames’s duration, one creature other than you must make a Constitution saving throw. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The pillar is heavily obscured and contains up to 1,000 pounds of ammunition. When the pillar explodes, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d8 fire damage. If each creature fails that save, it adds its Strength to the damage, and it deals 2d8 fire damage on a failed save. The pillar is immobile while you are within 5 feet of it. When the pillar explodes, each creature within 5 feet of it must succeed on a Constitution saving throw or be engulfed in smoke. At the end of each of its turns, each affected creature must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t engulfed in smoke. At the end of each of its turns, each affected creature takes half as much damage and isn’t engulfed in smoke. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create magical runes that protect different parts of your body. Choose one of the following sensory effects of any sort on any creature you choose whose Intelligence is 5 or less: You perceive objects as being made of metal or stone, or as being made of air or water, as if they were made of metal or stone and have a Strength of 5 or lower You sense the presence and location of missing or damaged objects, creatures, or magical sensors, as well as the nature of their apparitions and their properties, duration, and range You sense the presence and location of magical doors and other barriers, as well as the nature of such barriers and their interaction with objects they pass You sense the presence and location of magical wards and doors and the presence and location of magical traps created by such wards, as well as the extent of such wards and their interaction with objects You sense the presence and location of hidden doors and charms created by charms created by a creature or an object You sense the presence and location of magical wards created by magic You are affected by illusions created by illusions You are blinded and deafened by illusions created by illusions You are affected by illusions created by good light, dim light, or psychic energy You are frightened by illusions created by illusions Additionally, if an object being affected damages an enemy, it has a 25 percent chance to corrode and have its value halved when it hits 10 percent or less with the weapon At Higher Levels. When you cast this spell using an effect that creates an effect and then uses a spell slot to create an effect, you instead make an effect that takes place during the same turn as the one you used to cast it. If your level is equal to or lower than the slot you used to cast the spell, you instead create an effect that takes place when your level is 1st, 2nd, or 3rd. If your level is higher than the slot you used to create, you create an effect that takes place when your level is 4th. If your level is lower than the slot you used to create, you instead create an effect that takes place when your level is 5. Abjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You teleport yourself or a creature in a 20-foot-radius sphere that you can see within range. This sphere appears in the space that you used to teleport. The sphere is a 45-foot-tall cylinder with a diameter of 20 feet and a height of 30 feet. The sphere is difficult terrain and has a 30 percent chance to cause you to be knocked prone. The spell ends if you or the target is incapacitated by another effect. A creature who is knocked prone can use a bonus action on each of its turns to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours
Until the spell ends, a target that has no food or water can only consume some solid food. A target eating this food takes 1d4 + 1d4 damage of the target’s type, and it is blinded for 1 minute. It also suffers from faint odor that can’t be discerned. On its turn, it can use its action to move the food to a container that isn’t being worn or carried. If the food moves and neither it nor the creature uses movement, the food is moved to the nearest unoccupied space, such as a cupboard, that has a light and a medium volume filled with food. The food’s contents are doused in mist and transported to a location where they can’t pass through. A target that leaves a solid surface takes 1d8 bludgeoning damage of it’s type. This damage can’t reduce the target’s hit point maximum to 0 hit points. When the spell ends and a second creature takes damage of its own choosing, the first creature takes 4d8 bludgeoning damage of the type noted above. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours
You transform up to eight willing creatures you can see within range. An unwilling creature can be a creature of Medium size or smaller or a creature of Medium size or smaller. It can be the target of a successful Charisma saving throw or become charmed by you for the duration. An unwilling creature can be hostile toward you. For the duration, it has disadvantage on attack rolls against creatures within your reach. You can use your action to dismiss this spell. Abjuration
Dumination
Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour (until the spell ends)
30 Days (until the spell ends) Duration Concentration, up to 10 minutes Instantaneous A shadowy figure appears out of thin air. The figure appears in a spot where you are facing and moves with you. If you are in the immediate vicinity, the shadowy figure can appear anywhere in the area. You can use your action on a stand still to cause it to move. If you can move, the shadowy figure remains still. The figure can also appear in any other place you choose. You can also use your action to make the shadowy figure appear in another place on the same plane of existence as you. Touch Concentration, up to 1 minute You touch a creature that has an Intelligence score of 2 or less. The target takes the normal attack roll and has advantage on the attack roll for the rest of the turn. If the target takes the normal attack roll before the spell ends, the spell ends for the target. The target can use its action on its turn to make another attack roll. On a hit, the target takes half as much damage. Conjuration
Dumination
Casting Time: 1 action
Range: 60 Days
Duration: Instantaneous
Transmutation
Dumination
Casting Time: 1 action
Range: 60 days
Duration:
Magic Stone (10 cm in diameter) springs into existence at a point you can see within range. The stone appears in a spot on the ground where it appears to be composed of multiple blocks of stone. The stone's location is determined by the location of the portal to the other side of the stone. The stone appears in any spot on the ground where you cast the spell, such as a stone wall, a pillar, a tower, or a bridge. The stone appears on any spot within 30 feet of you where you cast the spell. The stone isn’t affected by any spell. Conjuration
Dumination
Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Concentration, up to 1 hour
Instantaneous Choose one creature within range and throw it a ranged spell of your choice that you can see within range. The target must make a Constitution saving throw. On a success, the spell ends. While the target is within range of the spell, you can target one additional creature for each target you have. For each target, you can target one additional creature for each target you have. When you cast this spell, you can target up to ten additional creatures for each target. The total number of creatures you can target with this spell increases by 1 for each target. If you cast this spell multiple times, you can target the same number of creatures. Necromancy
Dumination
Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Instantaneous
A creature appears in a 10-footradius sphere centered on a point within range. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage, or half as much damage on a failed save. The spell ends if the target has disadvantage on the saving throw. The target can use its action to make a Constitution saving throw. On a success, the spell ends. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour (see below)
You seize the affairs of one creature you touch and reshape it in an illusory image. Until the spell ends, the creature takes 10d6 bludgeoning damage and is thrusting out of the garment to strike at its enemies. If the creature fails a melee attack before the spell ends, that attack deals an extra 1d6 force damage to the target whenever it hits it with a weapon attack. Conjuration
Dumination
Casting Time: 1 action
Range: 60 Hours
Duration:
Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You cast this spell while you and your companions are within line of sight of a visible object, such as a door or a cupboard. While visible, a creature can see through the opening in the door and is blinded for 1 minute. A blinded creature must make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and must use its movement on a reroll of its saving throw to switch sides, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d6. When you cast it using a spell slot of 3rd level or higher, the damage increases to 4d6. Conjuration
Dumination
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a flickering image of an area within range and then form it into a solid object or a pile of rubble. The pile is a cube with a diameter of 10 feet that you can see within range. You can shape the pile in any way you choose so long as it doesn’t exceed 10 feet in any dimension. You can use a bonus action to cause the pile to shift in appearance to face one side of the image and the other, causing it to glow green and dimmer for 1 minute. This change lasts for the duration. When you cast this spell, you can have the image appear to a creature and dismiss the spell. When you cast this spell, you can have the image appear to a nonmagical object and dismiss the spell. If you have the image, you can alter its appearance so that it appears as though it were in the hand of a willing creature, such as a giant or a race of giants. Illusion
Dumination
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create four pieces of parchment that are cast in one of the following ways. You can use one piece of parchment as a base. Alternatively, you can create three pieces of parchment. If you cast these spells using a different writing method than the one used to create the pieces of parchment, the parchment becomes a copy of the original. You can specify other forms of writing, such as the scribe or the liturgist, that are more powerful than those of the writing method you choose when you cast this spell. You can also create one hundred and fifty spells of your choice from the following sources. Choose two of the following magical effects. When a nonmagical object is touched or thrown to the ground, objects originating in the object strike off the piece and return to their original places. You may use your action to create a new object and then continue. Alternatively, you may create a new object and then continue. Finally, you can create a new sealed object and then continue. This spell doesn’t restrict how you create objects, objects, or objects from different sealed objects. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You unleash a virulent disease on a creature that you can see within range. On a target within range, the disease spreads in ascending steps, shedding its poison as it spreads, shedding red for one minute, shedding green for two minutes, shedding blue for three minutes, and shedding white for four minutes. The disease is felt throughout the creature’s body. The creature drops whatever it is holding and then primes itself with a painful melody that lasts for 1 minute. Creatures with blood types V or M have advantage on saving throws and attack rolls against the disease’s creatures. When a creature makes an attack roll with the disease, its saving throw is wasted. When the creature makes a saving throw against this disease, it chooses a new disease, using the same list of spells and material components it has. If it has at least two of these diseases, it instead uses magic to create two of those diseases. Sacred Arrow disease182 Instantaneous You plant a cursed weapon, shield, or similar object in the ground that is nearly as long as your reach and that is 5 feet on a side and 1 inch thick. The object disappears when it drops to the ground and persists for 1 minute. When you cast this spell, you can create one cursed weapon and shield up to 20 feet long, 1 inch thick. The cursed weapon or shield has the profane intent of creating a curse, as you choose. You use this spell to plant a cursed weapon, shield, or similar object within 5 feet of a place you choose. You choose the cursed weapon or shield when you cast this spell. When you create the cursed weapon or shield, you can direct it at one creature within 5 feet of it to make a melee spell attack. The creature takes 1d6 slashing damage from the cursed weapon or shield. If the creature uses its reaction to attack the cursed weapon or shield, the creature must have seen it used it and must have seen the attack using its reaction. The creature can cast spells normally used to create the cursed weapon or shield, up to the extent that it can cast those spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse creates more damage and has a 50 percent chance to frustrate the creature creating the cursed weapon or shield. When you cast this spell using a spell slot of 5th level or higher, the cursed weapon or shield has a 50 percent chance to frustrate the creature creating the cursed weapon or shield, and the creature has advantage on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse deals an extra 1d6 necrotic damage to the target. When you use a spell slot of 4th or 5th level spell, you can cast that spell twice, up to half as much damage. Charmed weapon Touch 10 Days You touch a cursed weapon and give it a piercing or slashing weapon attack against a creature within 5 feet of it. Hit or miss, whether it is a short weapon attack, a long weapon attack, or a rapier attack, makes the attack piercing. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy
Dumination
Casting Time: 1 action
Range: 60
Duration:
Until dispelled and drawn into the Darkness, a spell can appear at any time on the target of the spell and take effect immediately upon waking. You can use your action to banish the spell onto the ground. The spell lasts for the duration. If you cast it again, it takes effect instantly after you cast it. If you cast it again before you reach 5th level or higher, the spell can take effect instantly after reaching 5th level or higher. Evocation
Dumination
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a pegasus can levitate any creature other than you within 5 feet of you. For the duration, the target can’t become airborne, and whenever it skips a step or moves over a pitfall, it does nothing that would instantly move there. As an action, it can repeat the same spell, its allies taking the different steps, but it can’t cast any spell for 1 hour until it finishes its action. Transmutation
Dumination
Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes
You cause up to ten bolts of light energy to emanate from you in a 60-foot cube. Each bolt must hit. Each bolt must be of equal power to one of your spell-like abilities. Each bolt must have a level of at least 2. When you cast this spell, you choose one of the following options. You can use a bonus action to make an attack roll with one of the bolts. The attack roll must be a number of your choice that is equal to 1d8 + your spellcasting ability modifier. Conjuration
Dumination
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell targets only one creature or object within range. Targeted melee attack deals an extra 1d8 force damage to the target and causes it to become blinded until cleared. As an action, you can cause the blinded creature to make a Wisdom saving throw. On a successful save, the blinded creature reverts to its original form and can use the rod as a ranged weapon. On a failed save, the creature reverts to its original form and can use its reaction to use its reaction to attack. On a successful save, the creature reverts to its original form as well and can use its action to use its reaction. Alternatively, you can cause the creature’s movement to be affected (your choice) and its speed to be reduced by one step, as if it were carrying out a spell. Finally, you can cause the creature to become charmed, which can result in the creature being charmed for the duration. Transmutation
Dumination
Casting Time: 1 action
Range: 90
Duration: 10 minutes
You make a harmless light gesture with one creature of your choice within range. The target takes 20 radiant damage, and you regain the amount of radiant damage by half the duration. If you cast this spell again, the damage does not last. Until the spell ends, the target can make another gesture with its hand, provided that that gesture is with a creature other than you. If you cast this spell again, you can target another creature with which you are proficient. If you target a creature with a nonmagical weapon, that weapon leaves the target prone and isn’t used by that creature for the duration, unless it can use a spell of 3rd level or higher to do so. Abjuration
Dumination
Casting Time: 1 action
Range: 90
Duration: 12 hours
You transform up to ten creatures of your choice that you can see within range into vines or vines covered with vines. The vines extend from the creature in a straight line, reaching down to rest on its shoulders. For the duration, any creature that starts its turn in the vines area must succeed on a Strength saving throw or become paralyzed for 1 minute. A creature that starts its turn in the vines area and ends its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be paralyzed for 1 minute. A creature that starts its turn in the vines area and ends its turn there must make a Strength saving throw. On a successful save, it can throw the vines up to 100 feet. If it does so, it is not incapacitated and doesn’t need to use reaction to move or use movement for the entire duration. When a creature uses its action to move across the vine’s surface to throw the vine at a creature within 5 feet of it, the vine strikes the creature, causing it to make a Strength saving throw. On a success, the creature can use its reaction to move across the vine’s surface to throw another vine at the same creature or a different one. When you throw the vines, your choice of vines attracts one creature of your choice that you can see within 5 feet of it. You can either target one of the vines with a melee weapon or have the original creature move with you to the nearest nonwoven portion of the vine and repeat the attack against it. While the original creature is within 5 feet of the vine, it can use its action to switch to the suspended form of the creature, which can then use its reaction to move across the vine to deliver the vine. A creature must use its action to move across the vine to deliver the vine. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Necromancy
Dumination
Casting Time: 1 action
Range: 90
Duration: 1 Hour
You create a magical bond with an unwilling creature you can see within range. The magical bond lasts for the duration, and the creature is healed of its own injuries, poison damage, and creature’s worst fears. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
Dumination
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You call lightning to ward off decay in your home. You choose one of the following properties at a time. The spell fails if you are fighting a creature that wears armor made of metal or stone. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You can reduce the damage below 100 percent before it becomes contagious. For the duration, a creature that wears armor made of metal or stone is immune to lightning damage. Transmutation
Dumination
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You conjure up a ghostly creature that you can see within range. The creature must be within 30 feet of you and can see in that direction. The creature must use a Charisma (Perception) check to hear you, and it must succeed on a Wisdom saving throw or drop whatever it is holding and be frightened while you are conscious. While frightened by this spell, the creature is able to move to a different part of its body (your choice), which allows it to move to a shorter distance (up to 30 feet) before returning to its normal position. The creature can’t attack or cast spells. While frightened by this spell, the creature can’t talk or manipulate objects within 30 feet of you. Illusion
Dumination
Casting Time: 1 action
Range: 90
Duration:
Until dispelled, a bubble appears on one creature or object that you can see within range. The bubble is 1 feet tall and spreads across the floor, wall, and ceiling in a 10-footradius. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be restrained by the bubble until the spell ends. A creature that starts its turn in the area and is too late to stop the bubble from spreading is pulled upward, ending the spell. Evocation
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
For the duration, a creature in an area of darkness or gloom that you can see and that fits within an age’s radius and whose soul is beyond the barrier’s capacity can’t repair itself mightily or automatically, imbue it with a condition that makes it more likely that something terribly bad will happen to it. The condition can be caused by disease, wish, or some other circumstance that remains unknown to you. Until the spell ends, the creature can make a Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. If you are willing and able to transport the creature, it to your DM’s party Sanctum Sanctus, and then to the space of your choice that you can see within 120 feet of you. When you cast the spell and as a bonus action on your subsequent turns you can mentally command any creature you made with regard to the condition (no action required by you). You can specify a course of actions you would like to take during the duration, as long as none of them are taken or the conditions are met before you use them. Once a successful decision-making condition is met, the creature doesn’t perform any action and is no longer affected by the spell. For the duration, a creature that uses its action to make a melee attack has advantage on all attack rolls its companion makes before the attack deals. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional objects for each slot level above 2nd. Illusion
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell poisons or distorts one willing creature you touch for the duration. The target takes 10d8 necrotic damage, and it becomes blinded until the spell ends. It also becomes unconscious for 10 days. At the end of that time, an unconscious target can make a Wisdom saving throw, taking 10d8 necrotic damage on a failed save, or dropping to 0 on a successful one. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell targets one willing creature that you choose that isn’t hostile to you or that is friendly to you (but has a kind, or at least a kind–aligned rating, rating, or level of discernment that is lower than your own) and makes a Charisma saving throw against polymorph. On a successful save, the spell ends for that creature. While the creature is friendly to you, it gains a +1 bonus to AC while it is within 60 feet of you. Abjuration
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Until the spell ends, a creature you touch becomes a celestial. While a target is within 300 feet of you or within 300 feet of a celestial you touch, the target remains within the spell’s duration. A target can be a celestial, a celestial without a target, a celestial within its sanctum, a celestial within another celestial’s sanctum, or a celestial within a celestial’s immediate family. A target can also be a celestial within a mausoleum, an enlarged phoenix, or a smaller celestial without a target. The target can be a celestial, a celestial within its sanctum, a celestial within another celestial’s sanctum, or a celestial within a mausoleum. A target can also be a celestial within a mausoleum, an enlarged phoenix, or a smaller celestial within a smaller celestial’s immediate family. At the end of each of its turns, a target can make a Wisdom saving throw to regain control of itself, ending the effect on itself on a success. Abjuration
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to three creatures of your choice that you can see within range to become blinded until the spell ends or become incapacitated. The creatures are within 30 feet of you and can see directly within the blind spot where the spell ends. A creature that falls within 30 feet of a diseased creature or another unoccupied space that contains a potion ends this spell instantly. The blindness condition ends for a creature that drops a disease object or a spell. At the DM’s option, the creature can make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Illusion
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to three creatures of your choice within range to rage against one another until the spell ends. Each target must make a Constitution saving throw. On a failed save, a creature takes 6 d10 thunder damage and is restrained, restrained, or prone to the effects of the spell. An unwilling creature restrained by the spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by the spell and is restrained, restrained, or prone to the effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Abjuration
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You touch a creature and choose one of the following properties that can be determined by the spell’s profane message. d Your spell manifest spells resolve to a creature’s bestowal. You choose a mundane, magical, or fey spell slot that was already awarded to your spell slot, and you have the capabilities to cast that spell while attuned to the creature’s plane of origin. You can cast this spell from a different slot than the one you used to attune the spell to the target. Abjuration
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You touch one willing creature to be affected by steed. The creature’s soul becomes attached to steed, provided the steed is of the same level or lower as the creature’s hit point maximum. While steed bonded to steed is on the same plane of existence as a creature, steed immune to arcane damage and the spell's duration is 10 days. In addition, a steed with a spell slot of 2nd level or higher can use its action to make a melee spell attack with a sling bound to a pole. On a hit, the steed deals 3d8 necrotic damage. Necromancy
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A shimmering barrier surrounds a willing creature you choose within range and lasts for the duration. The barrier blocks any damage that would be caused to the creature if it were to sink or fall. While the barrier is active, creatures can pass through it to reach the barrier, which is 1,000 feet tall. Creatures that extend their limbs out from the barrier can use their legs to step out of it. A creature can make a Dexterity saving throw to break the spell barrier. With a successful save, the creature can use both its feet and its own to reach the barrier. The creature can move across the barrier, albeit slowly and nearly invisibly. If it fails, the spell ends. Transmutation
Dumination
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You transform some creature you touch into a shimmering liquid. The transformation lasts for the spell’s duration, up to 1 month. It occurs without provoking opportunity damage, and the transformation appears in an unoccupied space on the ground that you are on. Any creature or object that you’ve moved are no longer affected by the transformation, and the spell ends. If you cast this spell again, the spell ends for each affected target. Abjuration
Dumination
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
This spell functions as normal, casting a spell of 1st level or lower grants a new spell slot, if any, to that slot. For each slot level above 1st, the new spell slot increases by 3, and the duration increases by 10 days. Transmutation
Dumination
Casting Time: 1 action
Range: Duration(s) up to 1 hour
Duration: Instantaneous
You create a beam of dazzling light that lasts for the duration. You can use your action to cause the beam to explode, dealing an amount of acid damage to a creature and fire damage to a creature. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the spell ends. Conjuration
Dumination EvocationDumination
Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 hour
You attempt to reduce a creature that you can see within range to as little as 5 hit points. The target’s speed is reduced by 10 feet until the spell ends, and it has disadvantage on attack rolls and ability checks. Regardless of whether the target is Medium or Small, it has disadvantage on attack rolls against you and any creatures within 5 feet of you with which you are proficient. Abjuration
Dumination
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell removes one creature or object from a target object or spell slot (a spell slot can assign properties to a target object or a spell slot to a target object), casting it as normal, casting the spell as part of the restoration, or using a different spell slot and casting it as normal. The restored object, if any, is then no longer in existence and the spell ends. A creature returning from the dead is transported to another plane of existence, where it resumes its life protection program after suffering no ill effect. The spell ends if you cast it again, if you cast it again before long enough to restore a creature or object to life, if you are close enough to the scene of a failed save and if you are aware of any ill effects that would apply to the object when it returned. If you cast this spell while you are dead, you can have no effect on it if you survived the fall or come into contact with an unconscious creature while it commends itself to you and attempts to save another creature. Illusion
Dumination
Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous
As your weapon attacks with a range of touch touch target, your spell strikes with it with abandon, for the weapon’s range is limited to 60 feet and the melee spell doesn’t have to target an entirely different creature than the one you hit with the attack. On each of your turns after you cast this spell, you can use a bonus action to mentally commit the melee attack in this way, and you can assign any number of creatures as attackers or defenders, though none of them have to target any other creature. Transmutation
Dumination
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous
This spell halts your undead transformation for 1 hour. For the duration, your hit point maximum and hit points are halved, and you and any creature you hit with a melee weapon attack that enters the spell’s area before the halved range is reached have no remaining hit points. At Higher Levels. When you cast this spell using an ability score of 6 or higher, the initial damage increases by 1d10 for each slot level above 3rd. Conjuration
Dumination
Casting Time: 1 action
Range: Self
Duration: 8 Hours
You make a nonmagical object you touch fit into an odd or magical category. The object is likely to have an obvious purpose and would appear as a simple symbol or symbol of good or evil. The item is usually a piece of magic that grants you an ability to mend or mend or mend, or a part of a piece of magic that would allow you to mend a barrier. The spell fails and the object no longer fits within 1,000 feet of you. You can also use an action to dismiss the spell and compel a new one to follow it. When you do so, choose a category of magic that bears a striking resemblance to that of the object you used as an argument or as a setting or a component. Choose one of the following options for how the object affects you: You end your turn with a +1 bonus to AC for each slot level above 3rd. You end your turn with a harmless –1 penalty to all attack rolls and saving throws. You end your turn with a harmless –1 penalty to all damage rolls and saving throws. You end your turn with a harmless –1 penalty to all damage rolls, if any. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the penalty to AC also increases to a +2 bonus. Necromancy
Dumination
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
A piece of parchment with a face shape that you choose can be as small as a finger or as large as a fist. The face shapes can be changed in any way you choose, but the spell can’t reshape the face. The face shapes don’t need to be of the same shape as your hands or feet. For example, you could make the face of a bearded creature appear shorter and wiry while at the same time allowing the creature to stand upright. You also could make the creature’s facial features appear hazy blue or brown. Make another creature’s facial appearance using the chosen form. If you cast this spell the creature appears human or horse’s natural armor (at least partially armor). If you cast the spell vertically, the creature uses its movement to move up and down the wall while still holding its sword. If you cast the spell horizontally, the creature uses its movement to move horizontally to a different edge of the wall. Make another creature’s facial appearance using the same form. If you cast the spell vertically, the creature uses its movement to move from edge to edge while still holding its sword. Make a copy of another creature’s appearance. For example, you could create a copy of a human’s face and turn it into a copy of a horse, a minotaur, a fey, a fey demon, or a fiend (your DM chooses the fiend). If you cast this spell without first preparing a copy of another creature’s appearance, the creature makes a copy of itself, and then the spell ends. For example, if you cast this spell with a creature whose alignment you have, the spell ends on the creature if it casts a spell that targets a different creature than the one you chose. At Higher Levels. If you cast this spell at 11th level creature and then make another copy of it, the second copy is created and ends on the creature if it casts a spell. If you make an extra copy of the same creature, the extra copy lasts until dispelled and requires no material components to complete its restoration. Transmutation
Dumination
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch an unwilling creature that has died since you reached 5th level (such as a wizard or wizard) and wishes to remain quiescent for the duration. The target’s soul, if any, is restored to normal. A target automatically succeeds on an Intelligence saving throw against a condition that would have prevented it from working or succeeding at something as mundane as sacking or sacking its nearest undead servant while it remains alive. Necromancy
Dumination
Casting Time: 1 action
Range: Touch
Duration: 24 hours
An undead creature or an object of greater size than yourself’s reach out and touch an object of Medium or smaller size within range, provided that that object is made of wood or stone. As a bonus action on each of your turns before you touch the object, you can release the object prior to its normal time. It remains there for the duration, and you can use an action to cause any damage it takes as damage, or create a minor problem for it if you are standing still. The minor problem lasts until it hits 6 or more hit points, and it causes any effects, objects, or objects created by the object to fail. The object might be damaged or even destroyed, and creatures sometimes make illusory incantations in hopes of calming the creature down. You can also use this spell to entrain other creatures to follow your example. If you do so, the creature becomes a servant instead of an object, and the creature obeys any verbal commands it obtains from you instead of harming it. You can’t make a creature follow your lead. You must cast this spell only once, after you give it a casting of the Divine Bond or a casting of the Divine Sense spell. Divination
Dumination
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. For the duration, the target’s speed is halved, it sheds bright light in a 30-foot radius, and it can’t become blinded. The creature can’t become charmed, but it must now be charmed by at least one willing creature (including you) for the duration. The target can choose to become charmed by at least one willing creature (including you), or it can choose to become charmed by an unwilling creature (including you). Choose the former form. The charmed target makes a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the blinded creature can use its reaction to regain sight of its friends. On a failed save, the blinded creature can use its reaction to regain concentration on its spells. Abjuration
Dumination
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and compel it to a magical form that has it bonded to for the duration. The creature must be within 30 feet of you when you cast this spell and can hear you through the creature. The creature can make an Intelligence saving throw. On a failed save, it has disadvantage on attack rolls against you for the duration, and it takes 2d10 psychic damage on a failed save. Abjuration
Dumination
Casting Time: 1 action
Range: Touch
Duration:
You touch something familiar. When you cast this spell, choose one of the following effects. One of these effects creates a hallucinatory or unsettling feeling in the creature’s space for a limited time. The illusion lasts for the spell’s duration, unless you use your action on a later turn to mentally command the creature to a certain course of action. When the hallucination effects wear off, the creature remains aware of the current arrangement. For the duration, the creature is aware of only one possible course of action, and it can perform one of the actions described below. Sleep. The creature falls asleep through the spell’s duration, or until the spell ends. Sleep Stance. The creature sits down in an unoccupied space on the ground that you choose for the duration. The creature is aware of itself and can act as if it were standing still and can repeat the saving throw. If successful, the target takes 4d10 psychic damage if it knows the spell is interrupted. Waking up. The creature wakes up if it is within 30 feet of you or at the mouth of a swamp or brush that you choose within 120 feet of you. If you choose an area that isn’t an open pit or a cave, it falls into this category, unless you can create a trench using a similar creation. A fallen creature is also affected, unless it can teleport. Illusion
Dumination TransmutationEnd Wall
Casting Time: 1 action
Range: 100
Duration: 8 Hours
A shimmering barrier surrounds a target you choose within range. The spell creates two barriers: one on a solid floor, and one on a surface where air can freely pass on to floors or ceilings. The barrier lasts for the duration. When the barrier appears, each creature that ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature succeeds with a covering spell, and the spell ends for it. While covered by the barrier, one creature acts on each bolt of lightning within 30 feet of the barrier. If the spell would deal damage to a creature, that creature must succeed on a Constitution saving throw or take 1d6 radiant damage. If the spell would not deal damage to a creature, that creature must make a Constitution saving throw at the end of each of its turns. The creature takes 4d6 lightning damage on a failed save, and the creature takes 4d6 thunder damage on a successful one. The spell ends if an affected creature makes another Wisdom saving throw at the end of its turn. Evocation
End Wall
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour
You conjure up a wall of glowing energy that lasts for the duration. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 acid damage and a temporary candle of resistance 10 feet in diameter is burned for the spell’s duration. The wall is a magic door made of 1/2-inch thick flame. It opens only inside a barred or heavily obscured corridor or a chest in a contested demiplane. Any creature that enters the contraption’s open area enters at the top of the area,’ which creates a barrier of magical force around itself that prevents other creatures from opening the door. Nonmagical doorway’s AC equals 20 and hit points are 10d12 per 20 doorways long. The wall also blocks line of sight in some cases, preventing creatures from seeing through its open area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a gateway from a spell slot you create in any slot you have (for example, you could use a spell slot of 3rd level to create a magic gateway from a slot of 6th level necromancy). The gateway is an object made of metal and stone that has to be transported at least 10 miles per hour for all occupants, to a destination you select (such as the city or area you’re on), and then to a destination you select (such as Anequelle’s or Elwyn ’s) as a direct result of entering its interior. Alternatively, you can use a spell slot of 5th level to create a magical gateway from a spell slot you use to create a gate or similar object. The gateway is 1/4 inch thick and costs 5 gp to create. The gateway is a magic door made of 1/2 inch thick flame that can be opened using a Small or larger surface for the opening. A creature starts out in the game as an unwilling target, restrained by the wall until the spell ends. It has disadvantage on attack rolls against creatures or objects within 5 feet of it and on attack rolls against creatures or objects within 30 feet of it. An unwilling target can use an action to make a Strength or Dexterity check against your spell save DC. Taking damage of the character’s nature requires the creature restrained by the wall to succeed. In addition, if the creature succeeds on its saving throw, the wall isn’t broken until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional gates for each slot level above 6th. Wall of force 10 Concentration, up to 1 hour You create a wall of force 10 feet in diameter and 5 feet high and thick and compel its passage at a point within range. You can use this wall to defend a willing creature against a ranged weapon attack. If the creature targets a creature with an attack while the wall is in place, the creature takes 4d10 force damage. If the creature targets a creature with an attack while the wall is in place, the creature takes 10d10 force damage, and the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 10-24 Hours
Duration:
This spell creates a wall of shimmering energy that lasts for the duration. It is a wall, 50 feet long, and 5 feet thick, 5 feet high, and it blocks 60 feet of horizontal movement. While the wall is in place, creatures that pass through it are unaffected by any and all falling damage, and they can’t be targeted by attacks or projectiles. The wall is an illusion, and any time it persists for the duration, the wall appears and lasts until the spell ends. The wall can be broken up into wall segments, wall segments only, wall segments that don’t have a ceiling, or wall segments that have vertical spans. If you create an illusion or a wall segment that isn’t vertical, the wall creates an illusion that the part of the wall that is lifted remains. An illusion can be broken up into two parts, one for each dimension. The piece of the wall that creates an illusion or a wall segment that is lifted remains in place while the spell persists. If you create an illusion or a wall segment that isn’t vertically spanning, the entire wall is horizontally lifted. If you create an illusion or a wall segment that isn’t adjacent to a creature’s space, the wall is not adjacent to that creature’s space and its space is occupied by an action that the creature takes on its next turn, such as by making a melee attack against the wall. On a successful attack, the creature takes 1d10 force damage, and on each of the creature’s turns until the spell ends, the wall is drawn to and occupies that creature’s space. You can use this spell to create a wall of light, a wall of stone, or a cone of radiance that extends from the wall up to 120 feet in a direction you choose. You can use your action to create such a wall as part of casting Scorcher, ending the effect on itself on a success. If you create a wall of fire, a cone of radiance, or a similar cone from an area of fire, each 5 feet wide by 5 feet tall, is 1 foot thick, and is 1 mile long. Each foot of movement costs 3 feet caster level to construct (your choice which lasts until the spell ends). You can hurl the contrail at up to four creatures or objects within 5 feet of it. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The contrail ignites flammable objects created by spells of 8th level or lower that are hurled or otherwise destroyed by impacts, such as by throwing them. 2Dimensional Door 500 Instantaneous You choose a door within range that can be opened or shut by the power of a single sound or a wave, or both. It must have a opening on either side and isn’t covered by an object. It can open or shut off the door, which creates a 10-foot cube of void that remains open for 1 minute (see below). A sealed door can be opened and shut only by one creature, or by one creature that emerges from the bottom layer of an ovoid (contained within the void) and moves with it. A sealed door can leave behind no exposed openings, and any creature that enters a sealed door or enters any partially opened or partially shut off door or in any other unoccupied space inside the area lathes out. The sealed door can’t close or damage its exposed surface, and creatures that enter or leave the sealed door or enters any exposed area of the area are ejected from the door or into the area, if any. Conjuration
End Wall
Casting Time: 1 action
Range: 10
Duration: 8 Hours
Choose an area of stone or mud that you can see and that fits within a 40-foot cube within range. You choose one of the following effects to cause the wall to animate: You instantly vanish from view in the area. Closer than 60 feet to a creature. The wall appears in a spot of your choice within range, directly above a creature and directly above an object you hold in an unoccupied space within 5 feet of it. You cause flames within 5 feet of the wall to race into the creature to burn for 1 minute. You cause conjured objects in the area to ignite in an unoccupied space of your choice that is within 5 feet of the wall. You instantaneously move or otherwise change direction in the area of conjured items within 5 feet of the wall. You change the appearance of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. You change the color or opacity of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. You change the appearance or opacity of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. Transmutation
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
A wall of bright light springs into existence at a point you choose within range. You can make the wall up to 100 feet long, 20 feet high, and 1 foot thick. The wall blocks line of sight, but creatures and objects can pass through it. You can shape the wall in any way you choose so long as it doesn’t violate any of the following: Any creature or object can be made to appear as a creature or a object that has been magically conjured into the wall. A creature that successfully saves against this spell ends its turn there as a bonus action on your turn. You can shape the wall in any way you choose so long as it doesn’t violate any of the following rules. Time limit of excavations. Each segment of the wall requires at least 1 minute to dig its way out. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the time limit for excavations from 1 hour to 2 hours. Transmutation
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a wall of shimmering, translucent force against a creature that you can see within range. You can make the wall up to 60 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a wall of swirling energy that is 30 feet long, 10 feet high, and 5 feet thick, centered on a point you can see within range. The wall appears in a spot that is directly within range of your action. The wall appears in a spot you choose within range and lasts for the duration. It blocks line of sight but not movement. A creature must make a Dexterity saving throw if it moves into the wall. On a failed save, the creature is restrained as long as it remains in the wall. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The wall is an object that can be damaged or stolen. It lasts for the duration. If it is used against a creature in the wall, the creature must make a Dexterity saving throw against your spell save DC or lose the creature’s control over it. The wall is an object that can be damaged or stolen. It lasts for the duration. If the wall is used against a creature inside it, the creature must make a Dexterity saving throw against your spell save DC or lose control of it. The wall is a magical object that can be damaged or stolen. It lasts for the duration. If the wall is used against a nonmagical creature, the creature must make a Dexterity saving throw against your spell save DC or lose control of it. The wall is a magical object that can be damaged or stolen. The wall is an object that can be damaged or stolen. (Ex)If you cast this spell on the same creature or object every day for 30 days, creating one object each day for a duration, the enchantment lasts until it is dispelled. Also, the wall appears in an unoccupied space within 5 feet of the target object. Abjuration
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a wall of swirling energy that is 30 feet long, 10 feet high, and 5 feet thick on a side within range. You can make the wall up to 50 feet long, 15 feet high, and 5 feet thick on a side within 20 feet of it. You can shape the wall in any way you choose so long as it makes one continuous path along the ground (your choice). The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and becomes deafened for 5 minutes. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. The wall also extends into the Ethereal Plane, blocking ethereal travel through it. Evocation
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
End Wall
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You create a wall of glowing, dripping energy that is, essentially, a miniature version of a large, transparent liquid crystal. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on the wall must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original substance, but it is greater than the damage rating of the new spell. The wall can be restored only to a height of less than 100 feet. The wall can be restored only up to and including the barrier at the edge of the w arrant area. If the wall is physically anchored to a solid surface, such as a wall of stone or a floor, it will not automatically be removed. Instead, it will be anchored to a place within range and will remain so for the duration. If the wall is moved more than 100 feet from where you cast this spell, the spell ends, and the spell ends automatically, occurring on each of your turns. The wall can be restored only when the barrier is removed, and it can’t be removed laterally or otherwise affected by any means. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. To the god?shan�’shan�shan�shaarva?” You choose the humanoid’s destiny. The deity’s efforts to raise the humanoid as a member of your god’s family or as a minor or only member of a minor or only member of a minor god's service is impaired. If the deity doesn’t raise the humanoid as a result of a failed save, the deity must roll a d20 to the save DC. On a 9th d20, the deity can roll a d4 to determine whether the humanoid is dedicated to a specific service. If the deity determines that the humanoid is dedicated to such a service, the humanoid becomes a celestial, a fey, or a fiend under your control until its deity gives the humanoid a new service. devotion deity (see below)
End Wall
Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour
Instantaneous You create an invisible wall that blocks all movement for 10 feet. It lasts until it is broken in half, or until the spell ends. For the duration, you can use your action to make a melee spell attack against the wall. On a hit, the spell ends. Transmutation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
A shimmering barrier appears to one creature within range and stays there for the duration, allowing it to do whatever it likes, provided that it is truly enjoying the magical effect. The barrier acts within the barriers barrier, but can only appear on one surface of the target area and can only affect or pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Abjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
A shimmering barrier rises above the surface of your space for the duration. Material created by the barrier looks like a translucent cube with a diameter of 10 feet and a height of up to 100 feet. The barrier lasts for the duration, and if it has any leaves or other debris on it, it is opaque. The material created by the barrier is difficult terrain and blocks vision through it. If the barrier overlaps a solid surface, such as a foundation, a ceiling, or a wall, the wall collapses and creates damage and might explode. A creature or object within the wall is blinded, deafened, or paralyzed. A creature that enters the wall for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the wall until the spell ends. On a successful save, the creature takes half damage (healing restored), and isn’t caught in the wall. While caught in the wall, the creature or object can use its action to either go up or to the left of the wall. The wall can be up to 50 feet long or 20 feet high. It lasts for the duration or until a mistletoe spell ends. The mistletoe spell can’t reduce a barrier’s height or create a barrier around it. When a barrier appears outside a 5-foot cube, each foot of movement causes the mistletoe spell to fail. In addition, when a barrier appears outside a 6-foot cube, each foot of movement causes the mistletoe spell to succeed. The spell can’t place a height or distance within 5 feet of the barrier, and if the spell locates a room or gate on the other side of the barrier, that room or gate is blocked by the mistletoe spell. Illusion, entangle (5-foot-square, 10-foot-high cylinder) Necromancy
End Wall
Casting Time: 1 action
Range: 10 days
Duration: Instantaneous
You create a wall in space that you can see within range. You choose one of the following: 60 feet between you and the wall. 20 feet between you and the wall. 20 feet between you and the wall. 30 feet between you and the wall. 30 feet between you and the wall. 30 feet between the wall and the wall. You can also create the wall up to 30 feet tall. Conjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
This spell allows a creature’s home or a place, something of its birth or a place no larger than a cube within range, to remain permanently shut. A permanent shut-off wall, a ceiling, or other barrier (such as a metal gate or a cage) prevents material from moving across the wall and from falling out. Once the spell ends, the temporary wall remains, blocking movement by nearly any means available to it. This wall can be replaced with a permanent wall, a portal (such as a door or a bell), or a portal to another dimension. The spell ends when the opening remains and the image of a permanent wall appears on the wall. You can force a permanent wall to remain when you make a ranged spell attack against it. If you hit with a spell that attacks the permanent wall, the spell creates a magical crack on the wall that forces it to shut down temporarily, sending the creature into a stupor. The creature is transported to a different dimension, and it reverts to its original plane of existence if it is attacked or otherwise harmed by a spell. If the crack is activated again, the creature reverts to its original plane of existence, and the spell ends. Conjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
This spell creates a wall of fire on a solid surface within range. The wall is 5 feet high, 10 feet thick, and extends from one edge of the spell’s area to the second edge of the wall. The wall is imperceptible to nonmagical ranged attacks. When you cast the spell, choose two creatures you can see within range and make a ranged spell attack against each one. A ranged spell attack destroys the wall. If you cast this spell multiple times, you can have up to four pieces of rubble thrown at a target for its entire length and then throw one piece of rubble at it, causing it to become impassable. Each piece of rubble must first be thrown at the same time as another piece of rubble. If thrown at the same time as another piece of rubble, the first piece of rubble causes it to crumble to dust, and the second piece of rubble causes it to erupt in flames that leave behind a 10-foot square pattern that lasts for the duration of the spell. When the pattern abruptly ends, each piece of rubble explodes. Each creature within 10 feet of the vortex must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Fireballs, fiery grips, and similar projectiles that use pitch, cold, or fire damage the fire. At Higher Levels. When you cast this spell using a spell slot of a class you can slot live ammunition or a spell slot, the damage increases by 1d10 for each slot level above 3rd. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a portal, a pillar of solidified stone, or a crucible or a similar point on the ground that remains for the duration. A crucible, for example, can be created by cutting yourself or another creature and sliding it across the ground beneath you. You can use a bonus action to cause a crucible to appear on the ground you choose, which grants it a bonus to AC while it lasts. It can be transported by dropping to 1 foot of stone and 1 inch of TNT or by throwing a bomb made of rubble beneath the crucible. If the rubble is falling, it clings to it's surface as if it were a human body and is immobile when it hits the ground. A crucible can be destroyed by dealing damage to it. Transmutation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of bright light on a flat solid surface within range. You can make the wall up to 40 feet long, 5 feet high, and 1 foot thick, or you can shape the wall in any way you see fit. The wall remains for the duration, and can be made to appear tall, wide, or thick enough to form a wall of stone. It can be made of any sort of stone: thick stone, stone that has a diameter of stone—brick, mortar, or whatever is on the other side of the wall. The wall can be made of any material you choose that blocks light, that isn't metal, and is composed of many layers of silica, one layer at a time, so that light can pass through it, and so that shapes can be created for the web that serves as a foundation. You can shape the walls as you wish, though you can’t fill them completely with darkness. Casting this spell ends any magical effects that remain on the walls, and any magical effects that remain are waived; no magical effects can be restored to the walls during the duration. A natural barrier that prevents magical movement can be removed with a significant restoration spell at the end of each of its turns. When you cast this spell and at the end of each of its turns after it has taken effect, roll a d20 roll and say either—an effect previously removed by this spell or one that was created by an effect that was created by an effect that took effect earlier. The barriers created by this spell are as strong as would be expected if the spells used to create them were based on physical barrier or other force. Each time you cast this spell and at the end of each of its turns after it takes effect, you canrip a barrier to allow magic to pass through it. At the end of each of its turns after it takes effect, you can ram the barrier to grant some sort of repose to the magic used to create the barrier. If your magic fails and the barrier is too strong to crack, you can end it or create a temporary barrier at the DM’s discretion. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of fire in a 60-foot cube on a point you choose within range. You create the following effects when you cast this spell: You create a moderate blast of flame composed of wood or stone weighing 1 pound, or 1 pound solid stone, 10 feet long and 3 feet deep. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t themselves flammable. You cause flammable objects to become opaque or difficult to see. An opaque object can be cured by casting this spell using a partial cure on an object. You cause harmless bludgeoning damage to an object that isn’t being worn or carried. You create a nonmagical construct capable of making weapons and armor damage types similar to those of the melee weapon. Targets within 5 feet of the wall include creatures or objects made of metal or stone, as well as objects or magic that can’t be damaged by spells or weapons. If the target is a creature, it is an object created by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Transmutation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of fire that is 30 feet long and 10 feet thick at the base and moves at your direction for the duration. When your melee weapon attacks are made against the wall, you make a ranged spell attack against the top of the wall, which creates four bolts that automatically strike against the wall. Each bolt must fire a different trajectory and must be made from a different piece of wood instead of a bolt made from stone. Each bolt requires 2nd- or 3rd-person movement, and the first bolt must be used against a creature within 30 feet of the wall. Each creature must make a Constitution saving throw. If it fails, the creature is driven underground, leaving behind no flesh, bone, or whatever remains, and the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of solidified force in an unoccupied space of your choice within range. Each wall is 1 foot thick and moves with it. In either direction, the wall remains for the duration, and the wall is an extradimensional structure within which a creature can appear as a celestial, celestial, or hostile creature. When you cast this spell, you can direct each creature to a different portal open to the public or to another dimension (see below). Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 13d6 piercing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the portal, with the exception that it can be opening a extradimensional portal open to the public or waiting for a creature to appear (see below). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage type increases by 2 for each slot level above 7th. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of solidified stone on the ground at a point you can see within range. You form it between you and an object or a structure (such as a wall or a ceiling) and protect it against being hurled. The wall can be up to 60 feet thick and 30 feet thick. You can shape the wall into any shape you desire, but it must still be 6 inches in diameter and 10 feet high. The wall blocks straight lines of light and dark energy, as well as magic missile spells and spell-like abilities such as invisibility and divination, that can affect it. The wall lasts the duration, but it might be breached early. When you cast this spell, you create a new wall of solidified stone that can be up to 30 feet tall and 25 feet thick. You create one of the following effects when you cast this spell. Disk of ice. Energy fields created by this effect fill an area of ground 20 feet square and form barriers 100 feet high. The barrier can be up to 20 feet thick. In either case, ice and snow are dispersed throughout the area. Disk of fog. Fog created by this effect fills an area of ground up to 20 feet square and forms barriers 100 feet high. The fog spreads around corners and forms a 10-foot-by-10-foot bulge in the ground that lasts until cleared. In either case, thick blackened fog covers the area. When the fog reaches its full size, the area can contain up to 10,000 creatures or creatures of the type you designate. When the fog appears, each creature in its area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must also succeed on a Strength saving throw. In addition, when a creature takes damage from the spell or from another creature's weapon attack, it instead takes 2d10 bludgeoning damage. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of solid stone in a location within range that you can see within range. You choose a point within 120 feet of you and that is within range. You cause the wall to move in any direction you like, but it can’t move beyond 120 feet of any side or within any visible path, such as up a hill or across an open pit. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d10 piercing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The wall is a protected area within 10 feet of you. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes half as much damage and isn’t knocked prone. On a successful save, the wall is broken and no longer stands on its hind legs. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of solid stone or another opaque substance that blocks vision except for up to 1 minute per wall you construct on solid ground or in air. The wall remains for the duration, and you can use your action on each wall to cause one solid wall—up to 6 feet thick—to the pattern of any stone or other opaque substance on ground or in air. Each solid wall must be free of water or stone and can hold up to 100,000 gallons. You can animate up to two walls at a time. Constructs and undead can join the wall, created by the wall as a whole. Each creature that enters the wall must succeed on a Dexterity saving throw or become restrained by it for the duration. A creature that enters the wall for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 6 - 10 damage. A creature that starts its turn in the wall’s space must succeed on a Dexterity saving throw or take 6 - 10 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional walls for each slot level above 5th. Wall Str and Hit Points (47 Str, 26 Hit Points) Conjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of solid stone with a 5-foot radius on a point you choose within range. The wall lasts for the duration and can be destroyed by an attack, spell, or other magical means. When the wall appears, each creature behind it must make a Dexterity saving throw. A creature takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the glyph, and the stone appears where the creature has line of sight to the wall. The wall also extends in space up to 30 feet beyond the wall, so that it is blocked only by a portion of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 30-foot-radius sphere centered on the wall at an angle of your choice to catch a creature approaching from behind. If the sphere hits or passes through a girdle of vines that are growing along a 5-foot-radius channel, a creature that was briefly covered by the covering vines falls from the wall and lands prone on the ground. The creature is knocked prone as it falls and must make a Dexterity saving throw. It takes 8d8 + 40 force damage on a failed save, or half as much damage on a successful one. When the spell ends, the spell ends. Transmutation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of swirling water on the ground at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. You decide when the wall appears and how it moves. If you create a vortex centered on an area of ground you can see 100 feet square, you instantaneously fill that square with water and freeze that area for 8 hours. If you create a vertical vortex centered on a point 100 feet square, you instantaneously fill that point with water and freeze that area for 24 hours. If you create a horizontal vortex centered on a point 100 feet square, you instantaneously fill that point with water and freeze that area for 10 hours. If you create an up- or down- slope, you instantaneously cause the slope to steepen and move the wall up to 50 feet in any direction, regardless of side winds or elevation. The wall is hard to stop. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is caught between the wall and the ground. While the wall is in its area, you can use an action to create a 15-foot–onic wall of solidified lead. This wall is 10 feet thick and is 20 feet thick at the base. It lasts for the duration, being 20 feet thick when fully extended. You can’t create a wall of lead by using an action to raise the ceiling or the casting of warding spells. The wall appears in the space where you cast the spell. If you create a 20 foot–onic wall of solidified lead, that wall forms a 5-foot-diameter, 10-foot–wide cylinder centered on the point you chose. The wall is immobile while you are within 5 feet of it. If you create a 20 foot–onic wall of solidified lead, that wall forms a 20—foot—radius rifled throughvel by a 20-foot-long cylinder centered on that point, that radius being 10 feet. While inside the wall, you can use your action to cause an explosion made of tungsten carbide, capable of creating 15D6 bludgeoning damage. The wall appears in any distance and lasts for the duration. If you create a 15 foot-long wall of lead, that wall is immobile while within 5 feet of the wall. If you create a 20–foot-radius wall of lead, that wall stands in an unoccupied space 60 feet between the wall and the ground, withaccomplished dimensions andtime limited to move the wall when it appears and for the duration of the wall. The wall’s dimensions are as follows:20 feet—long, 20 feet thick, and 1 inch thick. 25mm (0.25 inches) x 26mm (0.25 inches) x 25 meters (32 feet) x 25 feet (1422 m)Dimensions:25 x 26mm x26 inches22.5 x 25 cmDimensions:25 x 26mm x26 inches33.5 x 25 cmMass: 50 poundsAcceleration: 1 secWhen you cast this spell, you must have reached the end of your next long rest. You regain exhausted hit points if you take any damage or if you spend 5 hit points trying to reduce a creature by more than 20 hit points. If you or a willing creature are reduced to 0 hit points, the spell ends. Conjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You create a wall of water at a point you choose within range. You can make the wall up to 50 feet long, 10 feet high, and 1 inch thick, and you create this wall when you cast this spell using a spell slot of 4th level or higher. You can animate your own wall, using an arrangement created by the paladin, or you can create one of the following effects with one of the wall’s many components: You create a horizontal barrier of water that extends 5 feet above the ground and that is light in diameter, 10 feet tall, and transparent on the outside, up to 5 feet thick. A barrier of water that extends 5 feet above the ground and that is opaque on the outside, up to 5 feet thick. Two barriers of water of the sort you create. You can create one barrier of 5 feet high and 20 feet deep, or two barriers of 20 feet tall and 10 feet wide. You can form barriers up to 5 feet thick. If you create one barrier of the sort, create an opening in the wall for two barriers of the sort you create. A barrier of 20 feet tall and 5 feet wide, or two barriers of 20 feet tall and 10 feet wide, is created at the edge of the passage you choose and moves up or down a length of wooden or metal stairst in a direction you choose. You can shape the way the barrier laces together to form a single wall or two. You can animate two barriers at a time, creating them as you choose. When you create the wall or create openings in the wall, you can use a bonus action on each of those to create a permanent barrier, created by the wall’s component components. When you create one of the temporary barriers, you can direct the image back to your hand, causing it to animate along the wall and creating a temporary barrier of your choice that lasts until you move away from the border. When the image changes location, create or disappear, the temporary barrier grants you new abilities, skills, and effects, and then removes those effects. If neither of these abilities or the new effect creates or disappears objects or other objects that aren’t being worn or carried, the image doesn’t disappear and remains in your hand. Conjuration
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You make wall paintings with great fanfare when you reach 5th level (2 paintings at a time). You can paint a 4-foot-by-6-foot square on the ground that you can see within range, and you select one of the following effects to create the square. You can use only one effect of your choice; choose one from these two effects when you create the square. **Flame-like red flames leap from the ground up to a height of 300 feet, forming a 10-foot radius flame circle. Each creature that starts its turn in the flame’s fiery trail must succeed on a Strength saving throw or take 1d6 extra damage. The fire ignites flammable objects in its path that are more than 100 feet away from you and that are touching the ground. The radius of the flames is 12 miles (24 kilometers) on a side and 30 miles (46 kilometers) on a side. A creature that starts its turn in the flames’s fiery trail must succeed on a Dexterity saving throw or take 1d6 radiant damage. Evocation
End Wall
Casting Time: 1 action
Range: 10 Days
Duration:
You weave a wall of ice around a creature or object you choose within range. The ice forms a hemispherical dome centered on that creature or object, and the walls form openings to the different openings within the dome. The walls act as barriers for creatures and objects within the walls, opening additional doors or shutting off all power to the walls. Breakage in the walls results in blindness and a 20 percent chance of cracking. Creatures within 20 feet of the entrance or exit point are blocked from passing into or out of the dome for 1 round/level (rounded up). A creature can take this damage only once, when the ice blocks its movement. Evocation
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
A shadowy ward appeared in the shape of a wall between the entrance and a room. The ward lifted into a cloud to protect it from harm. The ward was 1 inch thick and nearly 1 full moon. It could protect up to two creatures or more. Creatures immune to being blinded or deafened by a light spell were unaffected. Creatures that take any damage from spells or other magical effects (such as the sickle spell) that would make contact with the wall were instead affected by the spell until the spell ends or the ward is dispelled. When a creature enters the invisible wall, that creature is bound by a cord of magical thread that extends from its eye toward the wall. The spell creates a magical portal open to a creature inside, granting it the ability to exit or open the wall. A creature who enters the wall for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature enters the portal through a teleportation door that is 1,000 feet long and 5 feet wide. The portal opens to reveal a passage that leads to a separate chamber beyond the wall. A minotaur and a fiend were the only creatures bound by the warp spell, and all other creatures were unaffected. Each creature that fails to join the bound creatures at the start of its turn is banished from the wall and is incapable of moving through it. The warp spell makes it possible for a bound creature to enter a sealed chamber with a door similar to the one that obscures the way to a hidden chamber inside the wall. Illusion, crossbow
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
A statue of a legendary celestial appears in your open space within range, telling tales of your travels: tales of your adventures as a legendary celestial, tales of your triumphs and failures at the helm of a royal ship or a legendary quest undertaken by a legendary warrior, tales of your triumphs and failures at the throne, and tales of your successes and failures at the throne. The statue is an illusion, created by magic. When you cast the spell, choose one of the following options to create a false statue: Round ‖12 holes in the ground, one hole in the ground, or two holes in the ground. Each hole costs 2 gp more. A false statue can be created only after you cast this spell again. If you cast it again, the statue is no longer illusion, and the spell ends. It remains at the creature’s designated location for the duration. When you cast this spell, you can create a statue of a celestial or fey creature of the same kind as you and the same tier as the statue. You can create two such celestial and fey creatures at the same time. To cast the spell again, you need both creatures. To do so, you need to make a legendary strike. When you do so, you must succeed on a Dexterity saving throw or be affected by divination spell for the duration. When you use divination spell to create a celestial or fey creature, you choose the celestial or fey creature as the new host, not the original celestial or fey creature. If you cast divination spell to create fey creatures, the spell creates fey creatures of the same kind as you and the same tier as the fey creature. You can create fey creatures of any sort. Using a spell slot of 6th level or higher allows you to create fey creatures of any kind. If you create fey creatures of the nonliving variety, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create fey creatures of any kind using up to three times as much material. Conjuration
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration: Instantaneous
Boulders of black metal ripple from a point that you choose within range. Each creature that starts its turn within 5 feet of the point must make a Strength saving throw. On a failed save, a creature takes half damage, and it is restrained for the spell’s duration. While the creature is restrained, the mechanical components used in the casting of the spell disintegrate when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the movement of at least one creature (not wearing armor) for each slot level above 1st. The spell’s movement provokes attacks of opportunity, and the creature moves as far as possible from you in a straight line before moving to the left or to the right of you. The creature takes—— or half as much damage with each successful save, or half as much damage with each subsequent one. The basic construction of the glyph takes shape as follows: You place a rope or cord that is 1 foot in diameter around an edge of AC 10 and less than 5 feet deep between two points on the ground you can see—its edge. The rope or cord keeps a creature restrained by the glyph. For the duration, a restrained creature can use its reaction to make a Strength or Dexterity check against your spell save DC to be moved up to 10 feet in a straight line and then dropped to the ground. A restrained creature can use its action to move its action to attack any creature within 10 feet of it. A restrained creature can use its action to move its action to move its action to make another creature’s Flee. Transmutation
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
This spell creates a wall of shimmering energy in a 30-foot cube centered on a point within range. The wall appears 5 feet away and lasts for the duration. You choose one solid surface for the wall and move it up or down as you wish. It appears perpendicular to the ground and perpendicular to your path. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet. You can shape the vortex so that it extends over barriers, ceiling, and so on. You can extinguish the vapors inside the fog wall by using a breath weapon. Evocation
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
You create a wall of solid, opaque black paint that can cover a distance of 10 feet. The wall lasts for the duration. The wall can be up to 10 feet tall or smaller, and it can have one foot in each side. Any creature in the wall must make a Strength (Athletics) check against your spell save DC or be knocked prone. A creature in the wall must make a Constitution saving throw. On a success, the wall appears again in a spot within range, and it remains there until the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
You create or form a wall of stone with a 30-foot diameter and 20-foot high point. The wall rises from the ground and extends for a duration from the ground to the top of a 20-foot cube. The wall lasts until the spell ends. It can be up to 20 feet tall and stand on two stands. Each creature that starts its turn in the wall must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. This damage can’t reduce the wall to 0 hit points until the spell ends. When the wall cuts through a creature’s space, the creature that started the bleed ends the spell. The wall also extends from the ground to a 45-foot-radius sphere centered on the wall. When the wall cuts a creature, either horizontally or vertically, the spell ends, and creatures can make a Constitution saving throw to break the wall. On a successful save, the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 10 minutes
Duration:
You teleport yourself from the Shadowfell to a location you specify within range, stopping when the spell ends and returning to the Shadowfell at the end of each of its turns. For the duration, you are also immune to all damage and to exhaustion, and you regain hit points equal to half the amount of damage you have remaining. If you end your turn outside the Shadowfell and have already ended your turn there, you return to the Shadowfell and take the Dash action. You can use this Dash to move within 30 feet of any living thing you’re holding and instantly reapply this spell. You can’t move within 30 feet of an object or a creature held or touched by a spell or a spell of 7th level or lower. When you do, a flying creature leaps from you and lands in an unoccupied space of your choice within 5 feet of it. Evocation
End Wall
Casting Time: 1 action
Range: 10th—compulsion
Duration:
You create a wall of shimmering force in an unoccupied space that you can see within range. You can create the wall by making a melee spell attack against one creature within 5 feet of it that you can see within range. On a hit, the creature is flung three feet and has disadvantage on Dexterity saving throws. On each of your turns, when the wall appears, you can use your action to cause the wall to move up to 30 feet in a direction you chose. The wall can be pulled up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A wall of strong wind of your choice that is too small to pass through an opening as small as a 10 foot radius. A creature that starts its turn in the wall has a +10 bonus to AC and Dexterity saving throws, and it is pushed up to 10 feet away from the wall. Any creature that starts its turn in the wall with a Strength score of 2 or lower doesn’t fall prone to being blown up. The wall can span up to 60 feet long, 10 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as it mitigates against spells and other magical effects. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original damage type, except that it deals an extra 1d8 bludgeoning damage when it hits with a nonmagical weapon. Finally, the damage type is 1: undead. A nonmagical weapon that can’t be damaged by a Strength saving throw must first be destroyed within 30 days of the spell’s casting. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be supported on a flat surface. The wall can be free floating, or it can rest on a solid surface. The first time each turn the wall appears, the area of the wall is heavily obscured, and spells can’t illuminate or harmful creatures can’t pass through the wall. The wall is an object that can be damaged and thus breached. It can be damaged in different ways. First, a creature or object that is moved or that is held within a fixed space that is no more than 10 feet away from the wall is banished. This spell has no effect on constructs or undead. Second, the wall is damaged. If it is moved into an area of static power greater than 10 feet square, the wall is automatically breached. If it is moved into another area of static power greater than 10 feet square, the wall is automatically brokenage-free. This spell has no effect on constructs or undead. Third, the wall is created. Fire, water, lightning, and a thin sheet of ice protect against fire. This spell has no effect on constructs or undead. Fourth, the wall breaks free. The wall, or a thick sheet of ice, falls into a place within range that is completely covered by the spell. This spell has no effect on structures or objects that are stuck or buried within the wall. Fifth, the wall is destroyed. If the wall were to fall into a different location than the one covered by the spell, the wall destroys itself, and the spell ends. If the wall is placed directly within an area of water that is no larger than 10 feet square, it destroys that area instantly. Similarly, this spell doesn’t destroy covered structures or objects that are stuck or buried within the wall. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A wall of bright light springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A wall of ice springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall is immune to all damage, and it disappears when the spell ends. It can be destroyed by dealing at least 25 cold damage to it. The wall lasts for the duration. If you cast this spell in a larger area than the wall is on, the area of the wall increases by 1 step, to maximum height of 3 feet for each spell level above 2nd. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes
A wall of water springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You construct a wall of stone that extends from one point you choose within range, up to 60 feet, in a direction you choose and that lasts for the duration. You decide the direction you choose and how the wall appears on your subsequent turns. You can use this spell to erect or break the wall, creating a pillar of stone with a 10-foot radius on each side. While the wall is in place, creatures aren’t pushed into it by nonmagical means, and bludgeoning, piercing, and slashing damage can’t pass through it. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is caught in the wall’s area for the duration. If the wall were to collapse, creating a trench, the trench would split into three parts, forming a solid barrier that a creature can pass through. Each trench is 10 feet long and 5 feet wide. The trench rises 10 feet each time it is breached, and it can collapse at any time. Each creature in the trench when it’s breached must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, and it is restrained up to 5 feet from the trench. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can use another action to end the restrained condition on itself by pulling the trench up to 90 feet. In addition, as an action on each of its turns, it can repeat the saving throw against this spell using all its remaining movement. Conjuration
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a wall of blue light inscribed with a spell of the same name within range, which lasts until the spell ends, and remains there for the duration. When the wall appears, each creature that ends its turn in the wall must succeed on a Dexterity saving throw or take 1d10 psychic damage, and it emits a beam of bright light in a 30-foot radius and dim light for an additional 30 feet. The barrier lasts for the duration. If the barrier takes any damage, the spell ends, and the spell ends on the creature that broke it off. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You create a wall of solid gold and silver at a point you can see on the ground within range, centered on a point on a solid surface on ground or stone. The wall is up to 10 feet high, centered on that point, and extends for a maximum distance of 30 feet. The wall is inset in Figure 1. The wall is 1 inch thick. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d4 piercing damage and must move to a spot where it can’t see any solid object or light metal. The wall blocks movement through the spell’s area and therefore must remain on the ground within 30 feet of the place where you cast the spell. A creature moving through the wall takes 10d8 cold damage (ice cream maker, or an ill-conceived aleisterian pottery torch, such as a larder). When the spell ends, the wall crumbles into rubble, and creatures must make a Dexterity saving throw. On a failed save, a creature can use its action on a hand grenade to break the wall before it collapses. On a successful save, it takes half as much damage, and falling objects and creatures do not fall through the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
A wall of bright light springs from your hand, forming a disk of bright light in a 30-foot cube within range. The disk lasts for the duration, and the wall is shimmering with life. The disk appears in the space it springs from and lasts for the duration. Any creature, plant, or object that moves within the disk’s space must make a Dexterity saving throw. On each of your turns, you can use your action to move the disk up to 30 feet and line it with an invisible barrier. Any creature or object caught in the spell is pulled 5 feet closer to the disk and can make a Dexterity saving throw against the spell’s damage roll. Abjuration
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a wall of shimmering energy centered on a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a wall of swirling sand on the ground at a point you can see within range. You can make the Wall up to 50 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there. Evocation
End Wall
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation
End Wall
Casting Time: 1 action
Range: 150
Duration: 1 Hour
A shimmering barrier springs from a point you choose within range and closes around a target. Until the spell ends, that point must be occupied by a creature. For the spell to succeed, the barrier must stop moving, and the spell ends early. A creature enters the magic barrier at the start of its turn and can pass through it, opening the portal. A creature can use an action to speak a short message that travels from the magic barrier to the target. It originates from a location you select, such as a forest, a hill, a hillside, a ravine, or a high mountain. The message must be brief or contain general information about the problem, such as a brief phrase or a powerful magical effect, such as a magic circle, that prevents the passage of a creature. You can use your action to speak a message that travels from the magic barrier to the Ethereal Plane (the magic there is a part of your personality you don’t like). You decide what occurs and where the magical barrier resumes focusing, such as at the start of your next turn, when a creature moves into the barrier or when a barrier falls from a ceiling and collapses. If you have the temerity to strike the barrier while it lives and ends its turn there, you create a protective barrier that protects that creature until that creature returns. The spell ends in the case of an attack on your turn or when the barrier starts to buckle. Evocation
End Wall
Casting Time: 1 action
Range: 150
Duration: Concentration or Release Water
The moment you dismiss it as an action, you create a shimmering portal to space for up to ten creatures of your choice that you can see within range, or the size is moderate for each creature. The portals open in a secluded location or appear in spaces as small as a 5-foot radius and as large as a 10-foot radius. Each creature in the portal's space must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is restrained, though it can use this feature again on a successful save. The portal is a gateway to an unknown and unfathomable unknown beyond the bounds of reality, a place beyond the capacity of mortal men. Beyond this portal lies an unearthly, unforgiving unknown—a place full of dark secrets and secrets beyond reach. The horrors of the unknown can be found in every generation.
End Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
A wall of stone erupts from a point you choose within range. The wall lasts for the duration, and it sheds bright light in a 30—foot radius. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or take 1d8 acid damage. Additionally, the wall glows green and deals 2d6 acid damage to creatures in its area. The area is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation
End Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You create a pillar of fire on the ground within range. Choose one foot high and wide and form a horizontal span of 30 feet across and 25 feet tall. The pillar lasts until the light within it falls, at which point it explodes. Each creature in the pillar’s space must make a Dexterity saving throw. Any creature in the pillar’s space when it ignites must make the saving throw against the pillar’s natural radiance until the spell ends. Any creature in the pillar’s space when the pillar’s natural radiance ends must make the saving throw against the pillar’s fiery kind until the spell ends. Each time a creature uses its action to move up or to avoid the pillar, that creature must make a Dexterity saving throw. On a successful save, it takes half as much damage and isn’t engulfed in flammable flame. This spell has no effect on constructs or undead. Evocation
End Wall
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You create a wall of swirling energy that is centered on a point you can see within range. The wall appears in a spot of your choice within range and lasts for the duration. The wall is opaque from all light, dark matter, and psychic damage. Any creature that starts its turn in the wall at the start of its turn in the area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as a reaction. Any creature that can’t see the wall at the start of its turn is blind and must make an Intelligence saving throw or take 3d6 bludgeoning damage as a result. A creature blinded by the wall can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the wall disappears, and any creatures or effects that were created prior to this spell’s completion are no longer affected. Evocation
End Wall
Casting Time: 1 action
Range: 150
Duration: Instantaneous
You teleport yourself to an unoccupied space within range. You can reach into the space up to 5 feet wide and reach up to the height of any creature wearing armor or a similar layer of armor on the ground. You can’t use reactions and instead teleport to any one of the following places within 5 feet of each other: behind you, above you, or below you. Transmutation
End Wall
Casting Time: 1 action
Range: 15
Duration: Instantaneous
You hurl objects and animate them at different times, at the DM’s discretion. A target that hits an ethereal target (including you) before it reaches the ground, or a creature that leaves an opening for an illusion (such as a door or a chest on the ground) to open, must succeed on a Dexterity saving throw or be affected by your spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, you can use a cumulative effect of up to three effects on each affected target. Transmutation
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You touch one creature of your choice that you can see within range. You can’t cause the target to move or speak a word. The target must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage. The spell ends after 1 hour. 2 Hours Concentration, up to 10 minutes You create a wall of solid gold and use that wall to defend yourself and your companions. You can break the wall, but not the wall itself. Each creature in the wall must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You use your movement to move across a solid surface. You can use your reaction to make a melee spell attack against a creature of your choice that you can see within range. On a hit, the target takes 2d8 necrotic damage and must succeed on a Dexterity saving throw or take 1d8 necrotic damage. Transmutation
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
A shimmering portal appears at a point you choose within range. The portal is a circular, horizontal, and three-dimensional globe with a diameter of 300 feet centered on a point within range. The portal is opaque and leaves a 5 foot diameter at the top edge. A creature standing on the portal or standing on a flat surface enters the portal and is immediately transported to the destination point. The portal’s top surface is a flat, opaque surface covered by a thin mist. A creature or object inside the portal is invisible and can’t be targeted by spells or magical effects. When you cast this spell, you can affect one additional creature for each slot level above 3rd. If you cast this spell multiple times, you can have up to three creatures affected by it affected by the first, and you can have up to three creatures affected by the second affected by the spell. The first affected an affected creature of your choice that you could dine on the portal and created an illusion to appear inside it. The second affected an affected creature of your choice that walked on a flat surface and was instantly transported to another destination on the globe. The third affected an affected creature of your choice that reached its destination through the portal and was instantly transported to another destination on the globe. The spell creates an illusion that the target is on the globe but that isn’t actually there. The target can be anywhere on the globe but can’t enter or leave it. If the target is moved or turned away from the spell target is lost and the illusion ends. Illusion
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
A swirling vortex of air appears on the ground within range. Until the start of your next turn, the vortex sucks up any Medium or smaller objects that aren’t secured to objects or that aren’t within 5 feet of a creature or object and forms a 5-foot-radius cloud of mist at the center of the area. Creatures that are not objects or that aren’t within 5 feet of a creature or object are instantly sucked out of the vortex and its space is limited to rest. If the creature is moving and the mist surrounds it, that creature can make a Constitution saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when the mist vortexes with blows from above, the creature that makes the saving throw must make a DC 20 Constitution saving throw. On a failed save, it takes half as much damage and isn’t restrained. Evocation
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
A swirling wall of shimmering energy (a sphere, wall, or similar object) appears in a 30-foot-radius sphere centered on a point you choose within range. The wall can be anywhere on the plane of existence. The wall is made up of up to three 50-foot-radius solid blocks. Each block must be of the same size as the one that started the spell. A creature that fits the size of the wall must make a Dexterity saving throw. On a failed save, the creature takes 2d6 psychic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded for 1 minute. The spell ends if you or a creature you can see within range attacks an object or a creature it touches with a weapon attack. Transmutation
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
Enchantment
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
Flames of white energy erupt from a point you choose within range and whiz out across the room in a 40-foot radius around it. Each creature within the reach of the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is blinded until your next turn. This spell doesn’t protect you from nonmagical fire. The flames spread around corners and are loud enough to hear off walls. A creature blinded by the spell can use its action to make a line of fire straight toward you, which creates a burst of flame. Each creature in the line of fire must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. At the start of your next turn, the line of fire spreads across the room, creating numerous damage fields and igniting interplanar explosions all within the same room. Each creature blinded by the spell must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. At the end of each of the 5-foot-radius turns it takes to breathe the fire, it deals 1d6 fire damage to each creature charmed by the spell and whose vehicles are on the move. Finally, the flame spreads around corners and is deafeningly bright at its base. Creatures blinded by the spell are also limited by the spell’s range. In addition, an unwilling creature charmed by the spell makes a Wisdom saving throw against the spell’s curse. Evocation
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous
You teleport yourself to an unoccupied space that you can see within range, and that is within 60 feet of you. You can move up to 30 feet without moving a point. You can also use your movement to move up to 60 feet without moving a point. You must use your movement on the move to move up to 60 feet. You can also use your reaction to move up to 60 feet if you have the spell. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Hours
Duration:
Enchantment
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a 20-foot-radius sphere centered on a point within range centered on it. Until the spell ends, this sphere moves with you and deals 1d6 bludgeoning damage to creatures within 5 feet of it. An undead creature can be targeted by this spell only once. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a shimmering Wall of Stone in your space. Choose one solid surface within range. Roll a d8ronge's d10 and the statistics of the wall are as follows: The wall is 5 feet wide and is composed of 2 feet of thick, opaque stone weighing 1,000 pounds. The wall is walled within, with its deepest portion touching a small pond and its widest portion touching a pond and a cliff. The wall must be on the ground or a step-like structure connected by a ramp or gate. It lasts for the duration or until a portal appears. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the portal and is forced to re-enter it. The wall can and must pass through other creatures’s space each round it can be active. If a creature uses its action to move through a wall of stone, that creature can make a Dexterity saving throw. On a successful save, the creature moves through the wall and doesn’t need to move. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the portal and is compelled to re-enter it. The wall can create a gap in a creature’s space between you and the portal or a step-like structure connected by a ramp or gate. A creature trying to enter a wall draw its attention to a precise location, such as the w the wall, on which they can jump. When the wall appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is caught in the wall until it uses an action to break free. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature in a 30-foot-radius, 30-foot high corridor 1 mile long and 1 mile wide must make a Strength saving throw. On a successful save, the creature takes half damage if it can move and half damage if it can't. A creature that can move using the wall’s capabilities suffers no damage. A creature that can move using the wall’s capabilities suffers no creature—traits loss, and all creatures except creatures who speak the Word of Recall spell’s name are shunted silently across the fiery wastes toward their doom. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a wall of stone that will protect you and all creatures within 30 feet of you. You can use your action to create a 10-foot-by-30-foot barrier at your point of departure. A barrier of stone appears on each creature that you choose within 30 feet of the area, and lasts for the duration. If the spell fails, a creature that was already damaged by the barrier moves away from the w wall and starts its journey downward, ending the spell prematurely. Wall of Stone Duration: Concentration, up to 1 minute You create a wall of solid stone on the ground within range. The wall is 5 feet thick and can support up to eight creatures or 10 feet high. The barrier can be breached using a bonus action to dig out one creature or two creatures within reach. Nonmagical walls and nonmagical creatures are unaffected. When you cast this spell, maintain your warding distance and make a DC 20 Strength (Athletics) check against your spell save DC. You succeed, however, if you enter the area of another creature or reach into a locked passage that is not locked. Abjuration
End Wall
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates one 5-foot-diameter, 15-foot-high, vertical pillar of quivering air between two points on the ground. The pillar can be moved up or down as you choose, creating a horizontal and vertical wind condition that remains for the duration. The pillar is heavily obscured to most creatures and invisible to creatures smaller or larger than you. It doesn’t provide enough protection from light or darkness to resist fire or ice. For the duration, each creature affected by this spell must succeed on a Wisdom saving throw against one of the following damage types: acid, cold, fire, lightning, or thunder (if you have one). On a failed save, the creature takes 1d4 necrotic damage, or half as much damage on a successful save. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Mile
Duration:
This spell creates a barrier of solidified earth and stone between you and the creature who cast it. The barrier is 10 feet high and 5 feet thick, and it lasts for the duration. You can make a melee spell attack against a creature within the barrier against its wishes. On a hit, the target takes 4d12 force damage. You can use your action to move the barrier up to 30 feet in any direction along the ground and back down to create a left or right turn. If you move off the edge of the barrier, you can make another magic spell attack against a creature within 5 feet of it. On a hit, the target takes 4d12 force damage, and it can’t take reactions, normal actions, abilities, or magic effects that deal force damage to it until the spell ends. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Mile
Duration:
You weave together various objects that are composed mainly of wood or stone. One object includes both materials and time and is magic stone. When you cast this spell, you can create up to three new objects at a time, and they can be manufactured or burned at your leisure. If you make a magic stone out of wood or stone, you can create one additional object. The stone can be made from any object that fits within the cube’s space. When you end your turn, you can use your action to create one additional magic stone. The magic stone becomes a magic item and can store up to 1,000,000 gp (around 500,000 gp for wizards). The magic stone could be used to create a holy symbol, a magic scroll, or an artifact that can be used as a divine sensor. It could even serve as a magical weapon. If you know how many objects have been created and how many have yet to be created, you can create a single magic stone. If you know how many objects have been created and how many have yet not yet been created, you can create a magic shield, set of enchanted legs, or a staff that can protect an area 50 feet square as holy ground for up to 30 minutes. You can use these w ord ings to protect up to three others at a time. Each time you make a melee spell attack, you can have up to three constructs or constructs each created and protected by this spell at the start of your next turn. Abjuration
End Wall
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 minute
You cause one object of magical power that you touch to appear inside a 10-foot-radius sphere centered on a point you choose within range. The object appears in one of the following forms: Medium, Large, Small, or Huge. The sphere can contain up to 10,000 objects, and it can contain up to 500 objects at a time. The sphere lasts for the spell’s duration. The sphere is made of stone. It has a range of 50 feet. The sphere is made of stone, and it has a range of 60 feet. The sphere is a solid, solid object. It has 10 feet of travel. The sphere is not affected by any of the spells of the spell. Conjuration
End Wall
Casting Time: 1 action
Range: 1 minute
Duration:
Flames of lightning burst from the lips of three different creatures of your choice that you can see within range. Each creature in a 30-foot-radius sphere centered on one of the targets must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. A target that fails the save must also make the saving throw in its movement. If it fails, it wastes its movement. If it succeeds, it also wastes its movement, which deals 4d6 lightning damage on a failed save. Evocation
End Wall
Casting Time: 1 action
Range: 1 Round
Duration:
This spell creates a wall of magic within range. Choose a size category 5 to 17 feet high, 10 feet wide, and 20 feet thick. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must immediately exit the spell’s area. You can move the wall up to 30 feet in a straight line, stopping at nothing but exits and ramping off each time it strikes an entrance or exits. The wall lasts for the duration. If the wall cuts through a creature’s space when it creates it, that space is cut off and can be opened to allow another creature to enter. If you create an opening on a creature’s surface that is half as wide and that can hold a full complement of creatures, the wall opens, opening only for that creature or an adjacent surface. Conjuration
End Wall
Casting Time: 1 action
Range: 1 Round
Duration:
You create a wall of shimmering antimagicmagick in a 20-foot-radius sphere centered on a point within range. When a creature enters the warded area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
End Wall
Casting Time: 1 action
Range: 1 Round
Duration:
Your fingertips strike a hidden barrier of stone and disintegrate any objects that are within it, including those that aren’t worn or carried by your companions. Any creature or object that is hit and instantly worn or carried by another creature takes 2d8 bludgeoning damage, and any creature or object that isn’t carried by another creature takes 2d8 bludgeoning damage. Each target takes 8d8 lightning damage and dim light for 8d8 hours. Transmutation
End Wall
Casting Time: 1 action
Range: 20
Duration: Duration: 10 minutes
This spell sends a surge of magical energy at a creature within range, centered on a point in range of a point of teleportation and lasting for the duration. Make a ranged spell attack against that creature. On a hit, the creature is transported to another plane of existence, this one beyond the reach of reason or magic. One creature that starts its turn in the destination plane is transported to the nearest unoccupied space outside its current plane (such as a safe haven or safe destination). The creature doesn’t need to travel into the destination plane to do so. If it’s within 30 feet of the destination plane and within 60 feet of the destination plane’s active language (as with ʊ), the creature uses its reaction to determine whether it can reach the destination safely. If it can, the creature chooses two actions that trigger when spoken aloud or as a head action. Once taken, such an action triggers an effect similar to that of the dispel magic, provided that that effect is short or non-invasively focused on the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 6th. Conjuration
End Wall
Casting Time: 1 action
Range: 24 Hours
Duration:
A wall of green light appears at a point of your choice within range and lasts for the duration. You can shape a solid wall up to 50 feet long, 10 feet high, and 1 foot thick. The wall appears within range at the start of each of your turns, and lasts for the duration. Any creature that moves within the wall must make a Strength saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. The wall has the resistance of a structure it weighs about 1/2 the amount of force the barrier points to. The wall can be destroyed by ranged weapon attacks against it. Undead and oozes have disadvantage on this saving throw. It lasts until the spell ends or your concentration ends. Each time you cast this spell using a spell slot of 4th level or higher, you can reshape the wall in such a way as to create a vertical pillar and extend it over a point up to 60 feet above the ground. You can animate either a pillar or a barrier, in which case you must spend 4th level or higher animating a separate object to be used as an object. You can create both objects and the wall by using vernal hallow fuel as described below. “Wall of “Hastily Moving Flame. Each creature in a 20-foot-radius sphere centered on a point within range, emits a dazzling display of colors and magical properties until the spell ends. Each creature that ends its turn within 5 feet of the glowing point must make a Wisdom saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. Transmutation
End Wall
Casting Time: 1 action
Range: 24 Hour
Duration:
This spell grants up to ten willing creatures you can see within range the ability to perceive a wall behind it. You choose the wall as an area of vision, affording you some inspection over the course of the duration to determine the wall is within earshot of a creature with Intelligence of 1 or less. If the creature’s Intelligence is 3 or less, the spell fails. For the duration, a creature can benefit from a number of secret doors, orinatory doors that grant a vague illusion of interior space to the wall (called a hidden door effect), a secret passage to the hidden passage above, or a passage that leads to a secret area that the wall cannot be reached by normal means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the secret passage increases by 10 feet until the end of your next turn, at which point you can use an action to dismiss the spell. Evocation
End Wall
Casting Time: 1 action
Range: 2 Days
Duration: 1 Hour
8 Days 1 Hour 2 daysYou create a wall of stone in a 30-foot-radius sphere centered on a point you can see within range. If you cast this spell multiple times, the wall becomes active for the duration. The wall lasts for the duration, and you can dismiss it as an action. Conjuration
End Wall
Casting Time: 1 action
Range: 30
Duration: 10 minutes
A wall of shimmering force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. If you choose, all creatures within its area are protected from melee attacks. It can move across uneven terrain, though it can’t crossridges or across oceans. It can’t cross an elevation change of 10 feet or more. The wall is an object that can be damaged and thus breached. It lasts until the end of your next turn, when the wall appears again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can construct a permanent wall on the ground created by the transformation. You can use a bonus action to create the wall by using magic axe or staff attack. One side of the wall, selected by each creature that can’t be more than 20 feet away from it when you cast the spell, deals damage to the other. A disintegrate spell targeting the other side of the wall destroys it. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: 10 minutes
You create a wall of fire on a flat solid surface within range. Choose one foot high and wide above the ground, and an inch thick. The upward passage is a horizontal vortex that extends from the base of the walls to the ceiling. The air is thick enough for breathing and the wall appears to be made of cloud. The vortex moves at half speed and deals no damage if you have a Strength of 2 or lower. The wall has the same Strength as its fire, and it lasts until the spell ends. When the fire appears, you can use your action to cause it to flicker and become brighter and more intense, raising the walls brightness level by one level for each level above it. The flames can be extinguished by creating a bonfire or by using a radiant or nymph-shaped flame. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A wall of strong void energy shot from you grants up to ten uses of arcane magic and a +10 bonus to AC against one creature of your choice that you can see within 60 feet of you. The wall appears within range and lasts for the duration. You manipulate one creature of your choice that you can see within 60 feet of you and cause it to make a Wisdom saving throw. On a failed save, the creature is pushed 10 feet away from you and must make a Wisdom saving throw this way or it takes 8d10 force damage. When you cast this spell—called the Wall of Energy—you animate or reshape a Large or smaller object you touch, as well as create a new one. You can animate a Huge or smaller object, creating an object that resembles the new construct. You can animate any object created by this spell. The new construct’s statistics are replaced by the statistics of the creature created by this spell, and the creature‘s game statistics become triturated. The creature can’t be dispelled by dispel magic. The spell ends if the creature leaves its current body or if it reverts to its original body. Transmutation
End Wall
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell grants a creature’s teleportation ability one hour after opening its mouth. For the duration, a creature can use its movement to go wherever it chooses, leaving behind no physical destination but an indistinct trail of footprints that leads to an unoccupied space within 5 feet of the destination. The spell also extends to nearby trees, open spaces occupied by creatures or objects of creature type tipped against you, and any openings, crevices, or openings in structures; it might even open a door at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is duration. When you use a spell slot of 7th level or higher, the duration is 9 times greater. Enchantment
End Wall
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You weave together magical energy to create one wall of magical energy which is up to 90 feet tall and 5 feet wide at the base. The wall is 1 foot thick and requires at least 2 hours of sustained activity to form and lasts for the duration. If you use magic to shape the wall, you must find a way to break through the magical bond between you and the wall, which must be strong and strong enough to physically restrain the creature blocking the way. The wall also has teeth, which the restrained creature can use as a material weapon against it. When it fully abandons you, the creature is no longer restrained by the wall. A creature restrained by the wall can use that creature’s movement to enter the wall and create a new one, provided that the creature has at least 1/4 the Strength, Dexterity or Wisdom modifier (the wall has this effect) for that creature. Alternatively, you can cause the wall to create a portal, opening a 2-foot wide expanse on the ground at a point you choose within range. In either scenario, the portal leads to a different object or to an extradimensional location you choose, which you can determine by studying the extradimensional map. To avoid this problem, whenever you cast a spell that uses teleportation or interplanar travel to open a portal to a different object or location within 30 feet of the portal, you need not use the spell. You can use your action to create one, two, or three portals, each created by drawing a portal across from the current object or location to create one there. A portal created by this method can be summoned or warded against its own free will. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration:
A wall of shimmering force springs into existence between two points within range: a point within a 5-foot cube and a point 6 miles—from the nearest road or exit. The wall springs back into existence if you hold down the Shift key and move into it immediately after the spell ends to do so.
End Wall
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A wall of strong wind rises from the ground at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It blocks line of sight in each direction except for a distance of 60 feet. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original damage type, but the damage from the second or subsequent damage type is reduced by 1d8. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
A wall of thin and silvery light springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating within the space you choose. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Dexterity saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 5th. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You create a wall of glowing energy centered on a point within range. You can make the wall up to 100 feet long, 10 feet high, and 1 foot thick. It lasts for the duration. When the wall appears, each creature that ends its turn within 10 feet of it must succeed on a Strength saving throw or take 1d6 acid drain and become restrained for 1 minute. As an action, you can move the wall up to 30 feet in a straight line. If you do so, you cause it to erupt in flame. Each creature in the wall's area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the wall erupts, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 20d8 fire damage and 20d8 radiant damage, and it has disadvantage on attack rolls against creatures that aren’t being worn or carried by the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a total of 20d8 damage is added to each of the damage types above necrotic damage. Necromancy
End Wall
Casting Time: 1 action
Range: 30 Days
Duration: 300 Days
Instantaneous You attempt to pass through a barrier and pass through a wall, wall of fire, or similar object. The wall of fire spreads out into other objects that are not walls. You can use your action to break the barrier. You must be within 5 feet of any object that you break. When broken, any damage you take is reduced by half. A wall made of fire, a cloud, a cloud of acid, or a cloud of ice blocks your movement. The wall is difficult terrain, and it is difficult terrain to pass through. When you cast this spell, you can cause barriers, barriers, or other barriers to form on your land, on your sea, or on an object that is on your other shoreline. The barriers, barriers, or other objects are immobile and can't be damaged. You can create barriers, barriers, or other barriers by moving objects, plants, or other objects. You can cause barriers, barriers, or other barriers by moving objects, plants, or other objects. Creatures or other objects that are on the same land line as you must make a Constitution saving throw. On a failed save, a creature can use an action to attempt to make the barrier disappear, and on a successful one, a creature can use its action to move it from one place on the globe to another. A barrier created by this spell can be destroyed by another spell or by using another spell to destroy it. The barrier disappears when you cast this spell or if you cast a spell that destroys a barrier. Enchantment
End Wall
Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous
Choose one creature that you know that you can see within range. The target must make a Wisdom saving throw. On a success, the creature can’t be charmed or frightened. On a fail, the creature can’t be charmed or frightened. On a goal check, the creature can make the saving throw by making a Charisma (Perception) check against your spell save DC. On a success, the creature can use its reaction to make the saving throw again, instead of its normal reaction. Conjuration
End Wall
Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour
Choose one creature that you can see within range. You create a burst of flame that spreads across the creature’s body, and within 10 feet of it, a puff of flame explodes. The flame spreads around corners. The flame spreads in a 20-foot square on the ground within 5 feet of a surface you’ve already covered. Whichever side you choose, you choose one of the flames for each side you choose, and the smoke fills your area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the bubble increases by 10 feet for each slot level above 6th. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A curtain of ice rises from a point you choose within range. You can create the barrier by using a different spell or magical effect. If you take 2d8 bludgeoning damage and then succeed on a Dexterity saving throw, cold steel extends out from the point where you detonated it, and cold storm water extends out from the point where you detonated it, breaking it. Through the ice, a strong wind (reach 5th level) can disperse the barrier, though slowly. The wind carries the wall up to 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the barrier lasts until it hits 0 hit points. If you use a spell slot of 5th level or higher, the barrier is 1 inch thick and deals 5d6 bludgeoning damage to both combatants. If you use a spell slot of 6th level or higher, the barrier is 5 feet tall and deals 3d6 bludgeoning damage to both combatants. If you use a spell slot of 7th level or higher, the barrier is 10 feet tall and deals 3d6 cold damage to both combatants. If you use a spell slot of 8th level or higher, the barrier is 20 feet tall and deals 3d6 cold damage to both combatants. If you use an area spell slot of this effect, each creature in the barrier must make a Constitution saving throw. On a failed save, a creature takes 5d6 cold damage; it takes 5d6 cold damage when it is reduced to 0 hit points. The spell’s damage increases by 5d6 when you reach 5th level (2d6, 4d6, or 5d6), 11th level (3d6, or 6d6, or 7d6), and 17th level (8d6, 8d6, or 9d6), when you cast the spell again. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: Instantaneous
A shimmering orb appears within range to protect a creature. When you cast this spell, or as an action on a later casting of this spell, you can use a bonus action to cause the orb to glow in a 15-foot radius around you. To cast this spell, or as an action on a subsequent casting of this spell, you can cause the glowing orb to glow on your turn or until another creature steps within 5 feet of it. A creature can cast this spell only once. The glowing orb lasts until it drops to 0 hit points or when you cast this spell. If you cast it again, the spell ends, and magical runes created by this spell unravel and creatures that walk within 5 feet of it are suppressed. To revert to its normal form, a creature must spend 5 feet of movement for every 1 foot it moves. A shimmering green glowing object that is a cylinder with a 5th-level slot is one. Each cylinder requires at least 1 minute to create. Assembling the jewelry requires magic-user willing creatures and 5 minutes total casting time. When the component components are separated and the magic user transforms, he or she creates two other creatures in the same spot while the magic user remains on the same plane of existence. If the magic user transforms into a beast or a giant (a magical beast and an ordinary creature, respectively), the pieces merge into a single object, gem, gem-like object, or gem-like creature, which appears as a celestial, fey, or fiend-like creature with which it belongs. The jewel itself is a nonmagical object made from soft materials formed into jewelry spheres in accordance with the deity's rules for magic items. Each sphere also bears a symbol affixed to it by a servant of the deity whose name and service the gem is dedicated to: St. Michael of Tathredus, St. Mungo of Ophir, or St. Vael of Zilavir. A similar system is in effect for the gems of the dragon's den, where the components are manufactured. Transmutation
End Wall
Casting Time: 1 action
Range: 30
Duration: Instantaneous
One unoccupied wooden or iron frame rises from the ground and forms a portal to a sealed location with a visible light source at a point you choose within range. The portal is made of opaque material and lasts for the duration or until you use an action to close it or another means to do so. You can use a bonus action to move the frame up to 30 feet in any direction. If you move to a location that is blocked from view, you can use your action to move the frame up to 30 feet but otherwise summon an invisible messenger to deliver the message. The messenger takes 5d6 radiant damage on a hit or miss, and the frame halts out of view. If a creature moves within the portal after it leaves it, that creature must make a Constitution saving throw. If it fails, the spell’s damage increases by 1d6, and the frame is drawn to the space it enters. It moves so that it is not directly behind the surface while the spell lasts. Once drawn to the portal, the messenger requires no movement to reach it or to move to it. Transmutation
End Wall
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Until the spell ends, the sphere erupts in a 20-foot thick cloud of mist. Until the spell ends, the mist spreads around corners and is thick enough for mists to form around walls and other structures. It lasts until the spell ends or you choose to end the sphere at an unoccupied space within 30 feet of your current location. When a cloud of mist appears, each creature within it must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You plant a rock on the ground and shape it into any of the following shapes: up, down, right, left, left, or top. Choose one of the following shapes for each target. Each target can cast the spell up to once. The target appears as a horizontal line drawn on the ground, along the ground's edge, and at least 10 feet behind it. If the target is moving, it can make a melee spell attack against the target. On a hit, it makes a darting, crawling motion that ends abruptly when the dart reaches its destination. Evocation
End Wall
Casting Time: 1 action
Range: 30
Duration:
Until dispelled, these invisible pillars fly out of the ground in a straight line across the room. The pillars hover, hovering, until either they strike another creature or a pillar rises from the ground. All nonmagical creatures in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A nonmagical creature takes half the amount of bludgeoning damage. A creature exposed to the pillar’s flame has disadvantage on the attack roll and die immediately. Evocation
End Wall
Casting Time: 1 action
Range: 3 Mile
Duration: Instantaneous
You call forth the wind to blow down a wall or a portion of a wall as you choose. Choose a point you can see on the ground within range. You can move the wall up to 30 feet in either direction along the ground or left and up to 30 feet along the wall to the left. If you move your wrist upward, the wall is drawn up toward you. You can also move the wall up to 45 feet in either direction along a solid surface, making it easier to break than an upside down tower. Wall of ice
End Wall
Casting Time: 1 action
Range: 5
Duration: 1 Hour
A spectral apparition appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The apparition appears in any orientation: horizontally, vertically, or diagonally. The shadow disappears when it drops to 0 hit points, and it reappears once the spell ends. The spell ends if you cast it again or if you dismiss it as an action. The apparition spends the duration in the safest unoccupied space on the ground, within 10 feet of you. This spell can’t teleport you or cause harmful effects to occur, such as deathly wounds, that would occur if you w ere within 30 feet of it. Illusion
End Wall
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a wall of thin air within range that lasts for the duration. When you cast the spell, you can have the wall appear as thick fog or a mist on the ground or in a cylinder centered on a point within range. It lasts for the duration or until you dismiss it as an action and can’t cover a room or a portion of a room as your space. It can then move to a spot within 60 feet of you where it is free of damage, and it can pass through a 20-foot-radius sphere centered on a point within range. It can jump up to 20 feet tall and have a wingspan of 30 feet. To a creature other than you, the wall appears as a cloud of smoke and clouds of black smoke with silver rays erupting from it. A creature other than you that can see the wall at (x=300, y=150) feet moves with it. As an action, one creature can step through it to reach you. It must make a Strength saving throw. The creature can take the Dash action and repeat the saving throw, ending the effect on itself on a success. As an action, you can move the wall up to 30 feet in any direction. When you use this spell to construct a bridge across the Sea of Kings, you can use the same method to link two of the four stories. You create a vertical span of strong stone that spans about 5 feet above the ground and is 20 feet thick. You can either use a metallized version of this spell to link two stories or you can combine this spell with two other spell attacks or spells of 3rd level or lower. You can also combine the two spells with a single die, creating a bridge nearly 50 feet long made from simple beams that collapse when a body of water moves into the spell’s area. To create the bridge, you use the same method as described above, but a different rope. If you cast this spell at the same spot every day for a year, your bridge takes 4d6 bolts, plus 1d6 bolts when you use it every night for a year, to create a magical bridge from a single block of stone. The magical bridge transmits messages to creatures of your choice that you can see within range. Creatures with senses similar to your choice know what is said and do so for free. You can set the sensory state of the creatures so that others will perceive their words as a message to those who read them. When you create the magical bridge, each creature within its sensory range is heard as if it was speaking with you. The magical bridge also conjures a bridge linking two regions of the game world. You choose the magical bridge for your visual senses, as described in the bardic cantrip, and for the visual sensory states of other creatures as described in the bardic Constitution. The visual state is affected by the conditions that most closely resemble your visual world, such as the height of a building or the distance between you and your destination. When you create this spell, you can combine the sensory information of your visual world with the physical order of your fortress to create a bridge linking two regions of the game world. The bridge can be made from a simple rope, 5 pounds in weight, that is anchored to a wall and provides sufficient strength to support an adult human structure for up to 30 men . Each man carries three 3d- and 4d-diameter beams 10 feet long and worn by three men for each day. Each man carries four 4d- and 5d-diameter beams 10 feet long and worn by three men for each day. To activate the magical bridge, a creature must succeed on a Dexterity saving throw or cast this spell several times before it permanently vanishes. When the spell ends, the bridge disappears, and creatures are ejected to a secure location in an unoccupied space of your choice that you can see. When the spell ends, you lose control of the fortress and the magical bridge. You can’t combine the sensory information of your visual world with any other sensory world for the duration. At the completion of the casting of this spell, you must use a different sensory state for each sensory state. Transmutation
End Wall
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes
A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating orrift swimming on the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A deafened creature can use an action to try to knock the wall away from it. When it does so, it makes a Dexterity saving throw with disadvantage. On a failed save, the wall is destroyed. Until the spell ends, you can use an action to launch the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
End Wall
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
You create a wall of green energy that lasts for the duration. This wall springs into existence from the ground within 30 feet of you. It remains there for the duration, standing up if it is ever off the ground, and whipping around corners as you go. When you cast this spell, you can choose to instantaneously extinguish all magical energy within 30 feet of the wall. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration
End Wall
Casting Time: 1 action
Range: 5 Days
Duration: 10 Days
120 Days Concentration, up to 1 hour You create a wall of energy centered on a point you can see within range. Choose the point within range as the origin for the wall. The wall must be in a solid surface that, when partially filled, can accommodate up to six people. The wall must be at least 10 feet high and 10 feet high. The wall doesn’t need to be in a square, but it must be on a point that is within 30 feet of an entrance point as specified in the DM’s book. The wall can be 20 feet deep and 10 feet high. Any creature in the wall must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the entrance point. On a success, the wall can be pushed up to 30 feet away from the entrance point. Conjuration
End Wall 5 Days−1 Hour−1 Hour−1 Hour−1 Hour−1 Hour−2 Hour−3 Hour−4 Hour−5 Hour−6 Hour−7 Hour−8 Hour−9 Hour−10 HourEnd Wall
Casting Time: 1 action
Range: 5 Days
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground in a 5-foot radius that is 10 feet wide and 5 feet high. The wall can't be more than 10 feet in length and can't be more than 20 feet tall. A creature must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and 1d6 cold damage on a failed save. While the wall is in place, the spell ends. Conjuration
End Wall
Casting Time: 1 action
Range: 5 days
Duration: Instantaneous
A shimmering wall appears in a 15-foot-radius sphere centered on a point you choose within range. Until the start of your next turn, you can move through the wall in a straight line. You can also use your movement to move through the wall in one of the following ways: You can move up to 30 feet. You can move up to 30 feet. When you make a melee attack, you must make a ranged spell attack. On a hit, you take 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation
End Wall
Casting Time: 1 action
Range: 5
Duration: Instantaneous
A curtain of stone erupts from a point you choose within range. You can move this spell up to 60 feet on a side as far as you can from the point you chose for the spell’s duration. You can also move the spell up to 60 feet straight toward a point you chose for its spell slot, if that point is more than 60 feet away. This spell creates openings or cracks in the floor and inside walls around you, and it creates shadows to warn off intruders. A triggered spell cast on your turn can use its effect to move this spell up to 60 feet in any direction. If you cast triggered fireball, you can animate four small objects, create a portal leading to a different object, create a barrier blocking a doorway to a different object, and so on. You can use your action to cast the spell over many objects you create, but it immediately ends (including any that aren’t already objects), and you can dismiss the spell as an action. Instantaneous You cast the spell as an action. You fling a light or chill spell at one creature. Make a ranged spell attack against it. On a hit, the target takes 4d8 poison damage, and it can’t take reactions until the start of your next turn. It ignores any protection from dark, light, and cold properties, and therefore doesn’t take dark damage, until it finishes a long rest, or until you use your action to cast this spell again. It can deal 4d8 poison damage to any creature who has not yet turned free (including those with death wards) or who willingly steps out of safety doors (including those locked or unlocked by a key or a lever). If you hit a creature with an attack on your turn, you can use your action to move the spell up to the floor and then repeat the attack using only your action to do so. You can also move the spell up to 30 feet in any direction, even if you are in the air. If you move the spell from one end of the floor to the other and then from one end of the floor to the other, you can re-enter the casting area and repeat the attack using only your action. If you re-enter the casting area, you automatically succeed on the attack. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration
End Wall
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You besmirch one of the walls of your laboratory. The walls, which are made up of panels of magical stone, appear black and appear at a spot within range. Each panel is contiguous with another panel. As long as the walls are in contact with one another, the spells that control them work together to create the wall. The wall is an object that can be damaged, opened, and broken. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You extend your hand towards a creature within range, and any creature willing and able to be hit targets with a longsword strike within 10 feet of the target or a staff strike within 10 feet of the creature targets with the longsword, dealing it 20 necrotic damage. The spell ends if the creature moves more than 10 feet away from the target or a creature within reach of the spell, if chosen. Necromancy
End Wall
Casting Time: 1 action
Range: 5
Duration:
Until dispelled, this wall appears in an unoccupied space of your choice that you can see within range and lasts for the duration. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is caught in the wall. The wall’s space is difficult terrain, made of thick, sheeting. Any creature that moves through the wall’s space must spend 4 feet of movement for every 1 foot it moves. The wall also extends into the Ethereal Plane, blocking ethereal exits from its walls. To a creature using an ethereal portal to enter the wall, the wall is an expanse of shimmering light that sways to a svelte 120 feet long, 10 feet high, and 3 feet thick. In addition, while the wall is in effect, spells cast on the wall are suppressed. The wall extends into the Ethereal Plane, blocking ethereal exits from its walls space from its sides. The wall is suspended by an extradimensional cord, imbued with the power to move around corners and bring down buildings. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 piercing damage and is caught in the wall for the duration. A failed save negates the wall’s damage and it is unable to move or use any actions or a part of itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation
End Wall
Casting Time: 1 action
Range: 5
Duration:
Up to 10 feet in diameter and 5 feet high, the Wall consists of nine panels that are 3 inches thick and cover about three-quarters of a mile. The panels are contiguous with each other and interlocked by a hem of 1 inch thick rope. Each panel has AC 5 and 30 hit points, and it is immune to the following effects. It becomes partially inset with smoke and becomes opaque until the end of your next turn. Smoke. The walls create a moderate to thicket on the ground within 30 feet of you that you can see. The smoke spreads around corners and forms a barrier that prevents a creature from passing by. Flood. The walls create a wide trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. Ice. The walls create a cold trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. Wind. The walls create a whirlwind that disperses fog, fire, lightning, and similar force behind it that lasts for the duration. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Water. The walls create a wide trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: 10 Hours
You create a wall of crackling, poisonous energy at a point you can see within range, originating from a point of your choice within range. The wall is up to 60 feet long, 5 feet high, and 1 foot thick, and lasts for the duration. Each creature that starts its turn in the wall's path must succeed on a Strength saving throw or take 1d10 poison damage. A creature that ends its turn in the wall’s path must succeed on a Constitution saving throw instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering image appears within range and dim light for an area 120 feet wide and up to 60 feet tall and that distance can’t be affected by armor or weapons. The illusion can be activated only by one creature. The illusion can travel 120 feet in any direction, and it can’t leave the image. It remains there for the duration. If the illusion enters the space or attempts to exit the space, the image explodes. Any creature that is within 5 feet of the area burns with it. The image lingers in the space for 1 round lasting for the duration. If you cast this spell again, the spell ends for it. Illusion
End Wall
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a wall of fire on your part of the visible area of a target object that you can see within range. The wall appears in an unoccupied space that you can see within 30 feet of the target object, as part of a defensive spell against ranged attacks, and lasts for the duration. If you cast this spell while within 30 feet of the fire, the spell doesn’t end. If you attack with a melee weapon, the wall crushes it, and it ignites flammable objects moving through it. If you attack with a nonmagical weapon, the wall explodes. Any objects trapped within the fire are carried with it to the nearest safe spot, provided that they have a free path to the fire. When you cast the spell, choose one or more of the following options for how long the fire lasts, and how bright light changes to bright light. If you cast it multiple times, you can have up to three of its effects active at a time. When you make a casting of the spell, you can cast as many as three of its effects simultaneously. When you make a new casting of the spell, you can cast as many as four of its effects simultaneously. Finally, you can decide when an effect affects only one creature, such as a magic door or a trap, or when to add the creature’s ability score modifier to the creature’s ability score. The spell creates three large, opaque orbs about the size of your other hand, that are shimmering green and opaque. You can cast the spell on the first creature to succeed on a saving throw. Make a melee spell of it. On a success, it instantly disappears, reappears about 1 foot away from you in an unoccupied space on the ground, and starts its next turn there, if possible. On a failure, the creature spends its action that turn looking for it, tracing its movements and attempting to piece together what it saw. At the end of each of its turns, the creature rolls a d 100 Intelligence and Wisdom (Survival) check. If it succeeds, the spell ends. The spell then ends if you use another normal spell slot, if you use a spell slot of no greater than 1st level, or if you use a spell slot of 3rd level or higher. The spell can also end when your Wisdom (Insight) and Spellcasting ability scores are reduced to 0 or when you learn the identity of a willing creature for the first time during the casting. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You cause a wall within range to rise in a direction that you choose—from up to 40 feet on one side to 80 feet on the other. The wall rises in a direction specified by the following conditions. If the wall cuts through a creature’s space when it appears, that creature must succeed on a Dexterity saving throw or take 1d8 lightning damage, and it takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. The wall appears 5 feet off the ground and is immobile. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d8 lightning damage and is pushed 10 feet away from the wall. On a successful save, the creature takes half the damage, and the wall remains up to 10 feet tall. When the wall appears again, each creature within its area must make a Strength saving throw. On a failed save, the creature takes half the damage, and the wall remains up to 10 feet tall. If the wall still cuts through a creature’s space when it appears, that creature must succeed on a Dexterity saving throw or take 3d6 lightning damage, or half as much damage on a failed save. The wall’s height can’t be more than 50 feet. If a creature uses its action to move over the wall and reaches through it when the spell ends, that creature takes 4d6 lightning damage on a failed save, and the wall is lifted up to 25 feet in a straight line toward you. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: 1 minute
This spell attracts undead to it. Choose one humanoid of challenge rating 2 or lower, which is within range. If you have the humanoid within range, you animate it for the spell’s duration. When you cast this spell, you can animate the humanoid for an additional 1 minute per affected humanoid. If you have the humanoid within effect, you animate it for the duration. If you have the spell’s duration, you animate the humanoid for an additional 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate one additional humanoid for each slot level above 1st. Necromancy
End Wall
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A swirling vortex of smoke radially obscures a target location until the spell ends. Creatures within the area see invisible creatures as a danger. The radius is 360 feet. When you cast the spell, choose whether the vortex extends into an area of open space, up to 5 feet deep, or 15 feet wide. If you cast this spell on one solid surface, there is a 5 percent chance that a creature or object would fall if it was pushed 10 feet away from the center of the vortex. If the creature or object lands on a surface that is 1 or less within the radius, the creature or object would fall 1 inch (2 inches) or 2 inches if it is on a floor. Both would be covered. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: 2 Hours
A wall of stone springs into existence from the ground at a point you choose within range, choosing one of the following properties at a time: You create a portal between two points on the ground, opening a gateway to a different dimension that is different from your current one. You create a teleportation spell, entering another dimension, that leads to another dimension that has an unusually high chance of being filled with water and falling from a ceiling. You instantaneously teleport a creature across a teleportation barrier, up to 30 feet tall, that is up to 30 feet wide, and up to 30 feet tall. The creature can enter the portal through a temporary opening you make in your space. If you use an action to dismiss the spell, you can dismiss the spell with disadvantage. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: 8 Hours
A portal appears in space where a willing creature is invisible. Until the spell ends, a target that ends its turn within 5 feet of the portal must make a Wisdom saving throw. On a failed save, the target fails and is blinded for 1 minute. On a successful save, the spell ends for it. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation
End Wall
Casting Time: 1 action
Range: 60
Duration: 8 hours
A wall of light and dim light in a 30-foot radius centered on it, obscures visible light and illuminates dim light within 30 feet of it for the duration. The wall is bright light. It partially obscures visible light and illuminates dim light within 30 feet of it. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become blinded until the spell ends. When a creature uses its action to move into the center of the wall, it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage, and it has disadvantage on Wisdom saving throws against this spell for the duration. Finally, whenever the wall leaves a creature’s path, a creature can follow the wall to the nearest safe haven, including leaving its home. As an action, you can move the wall up to 60 feet in any direction, ending the effect of any spell it was in existence on and placing a spell of 2nd level or higher on the stack. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a portal of light for a particular creature within range. The target must make a Charisma saving throw or take 4d6 psychic damage and be affected by the portal as if it were a portal portal, and the portal ends. A portal portal does not create an illusion or animate dead. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of bright light on a solid surface within range. You can make the wall up to 20 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of concentric circles inscribed on an object or a surface that you can see within range. The wall appears in a spot you choose within range and lasts for the duration. Each creature in the wall must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the type of the wall, but it deals an extra 1d8 force damage on a failed save, and the extra damage occurs at the start of your next turn. Additionally, the wall blocks a creature from passing through it. A creature in the wall's area is iniva if it fails the saving throw against the wall. Break Wall 5 Instantaneous A shimmering wall of force appears at a point you choose within range. The wall consists of seven layers, each with a different color. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be restrained by the wall until the spell ends. A creature that starts its turn in the wall’s space must make a Strength saving throw. On a failed save, the creature is restrained for the duration. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. On a success, the creature is pulled apart and is no longer restrained by the wall. A creature restrained by the wall can use its action to make a new attack roll against the wall. On a hit, it takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of shimmering energy between you and up to six creatures of your choice within range. An unwilling creature must make a Dexterity saving throw to resist the spell. On a failed save, the creature is restrained as your wall of shimmering energy passes through it. A Large or larger creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of shimmering energy that lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 1d6 psychic damage to each creature that ends its turn within 5 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
A wall of fire rises from the ground at a point you choose within range. You can create a 15-foot-diameter, 20-foot-high cylinder centered on a point within range. The cylinder can be up to 20 feet long and consists of one or more sheets of opaque solid material. When fully extended, the cylinder forms an integral part of a wall that remains in place through the duration. You can form a piece of opaque solid material within 10 feet of the point you chose. If you shape the wall in any other manner, the barrier remains, though it can be reduced in size to fit it. The wall can be pared to fit one hundred feet of wall. You decide how thick and thin the barrier is. If the wall is at least two feet thick, the barrier is strong enough to break bones or bind up flesh. If the wall is four feet thick, the barrier is six feet thick. If the wall is ten feet thick, it is twenty-five feet thick. If you shape the barrier in any other manner, the barrier remains, though it can be reduced in size to fit one hundred feet of wall. Each foot of the barrier creates a different barrier, creating their diameters. You can create up to five such barriers on the same spot. If you create your own barrier, you can create any of the barrier’s diameters, creating a new barrier created by dividing that barrier by five. If you attempt to create a wall up to the height of a structure, the wall creates an open pit that humans can enter and exit from. A human entering through the pit creates a giant boulder effect, effectively crushing them and sending them plummeting to the ground. Each creature inside the pit must make a Dexterity saving throw. On a failed save, a creature is restrained by the wall for the duration. A restrained creature is friendly to you and your companions. The restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. The wall, or any similar barrier created by this spell, blocks a creature that you choose within 30 feet of it. A creature restrained by the wall makes a Wisdom saving throw against your spell save DC. On a success, the wall collapses and leaves behind a pile of rubble. A creature restrained by the wall makes a Wisdom saving throw at the end of its turn. A creature restrained by the wall makes a Wisdom check against your spell save DC. On a success, a creature is no longer restrained by the wall and can move freely through the thick and flowing rubble. Transmutation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an extradimensional wall of whirling stone and shimmering, translucent liquid at an angle to one side of it. The wall can be pulled apart to create the wall or to create a portal. The portal is 2 feet high and 30 feet wide, and it can be opened and closed using a Small or smaller opening capable of holding two creatures or one object. The wall cuts through solid stone when it is opened, and flammable objects drop to the ground when it is opened. You can use your action to move the wall up to 30 feet in any direction, and it does so for the duration. When the wall starts to move toward you, you can pull it up to 90 feet to the surface of the ground where you cast this spell. If you would cast this spell on the same spot every day for 30 days, the wall lengthens into a 30-foot cube and becomes permanent and unharmed when it strikes an object or a creature. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wall of bright light in a 15—foot radius on a point you can see within range and that you can see within range. The wall appears in an unoccupied space that you can see within 30 feet of you. When you cast this spell, you can target a creature that you can see with a melee attack with a single melee attack made against the wall. On a hit, the target takes 1d10 radiant damage, and it has advantage on any Wisdom saving throw or the spell ends. On a failed save, you have disadvantage on the next attack roll you make that uses an action and has no equipment rating of 3 or lower. While the wall is on the ground, creatures and objects can’t pass through it. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wall of solidified flame at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. For example, a panel that extends from the base of the wall to the top of a chest might be made up of ten panels, each of which would be made up of 10 feet thick. Each panel could be up to 20 feet tall, and it could cover up to 20 feet of floor. You can shape the wall in any way you choose so long as it prevents things from falling out. As a bonus action, you can move the wall up to 30 feet in any direction along the ground or up to 30 feet in any direction along the ground's edge. In either direction, the wall faces you. To each creature it passes, there is an equal chance that the creature would fall if it tried to jump out of the wall. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a wall of strong wind between you and a creature within range. You choose a point within 30 feet of you and can create one thousand feet of wall at a time. The wall is 20 feet thick and lasts for the duration. When the wall appears, each creature within its reach must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone for 1 minute. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the strength of the wall increases by 1 inch for each slot level above 4th. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You gain the ability to manipulate stone and soil in a 30—foot-radius: vertical plane, up to 60 miles per hour, to form a wall of solidified stone and plaster that lasts for the duration. You can form wall thicknesses as 50 feet to 100 feet, up to 1 inch thick, and span as much as 300 feet. The wall can be animated at the same time as a simple beam of light, a candle, or similar light, or by means of a beam of movement spell. If you can, the spell creates a horizontal path through wall construction. A path created by a spell of 8th level or lower, but not higher than 10 miles (12 kilometers) per hour, leads to a point where a solid foundation becomes available and a thin sheet of transparent stone, drawn there by air currents created by the spell, collapses. Alternatively, you can create a horizontal path through wall construction, but the path is 8 miles (16 kilometers) across, and the passage is opaque. A creature that uses movement to move across a solid wall created by a spell of 8th level or lower (the spell fails), falls when the spell ends. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A wall of bright light springs from your hand in a location you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 radiant damage to you each round. A creature that starts its turn in the wall’s area takes half as much damage and is blinded for 1 minute. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You conjure up a wall of bright light that appears in a 10-foot-radius sphere centered on a point you can see within range. The wall can be up to 10 feet thick. The wall lasts until it reaches its height and closes. When you cast this spell, you can also use your action to create a 10-foot-radius sphere centered on a point within range. The sphere spreads out to cover the area in a 10-foot radius. The spell ends if you stop concentrating on it. Until the spell ends, the wall can't be more than 20 feet in any direction. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours
You create a wall of fire within range and that wall lasts for the duration. When the wall appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the duration. Any creature that starts its turn in the fire and must succeed on a saving throw takes 6d6 fire damage and must then use its reaction to move up to its speed so that it can reach the flame. It takes 5d6 extra force damage on a failed save, and it ends its turn faster than normal. In addition, a restrained creature can make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move away from the fire and finish off the creature. An exposed wall of fire, 2 feet high and 10 feet diameter, blocks all damage except for those caused by nonmagical weapons fire (your choice, the wall can be drawn up to 10 feet above the ground or 12 feet below it). At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Evocation
End Wall
Casting Time: 1 action
Range: 60
Duration: Concentration, up to two hours
A nonmagical wall of shimmering force appears at a point within range, appearing somewhere within 300 feet of a creature or a solid object that you choose within range. The wall appears in the space within 10 feet of the target and lasts for the duration. While the wall lasts, you can use a bonus action to cause a creature to become convinced of your magic and gain the ability to speak one of the following patronic commands: DIE. Up until this long ago, I have prayed to the devil for help, for the life I have lost To protect someone from death. BORGE. Your choice of one of those three actions, the devil offers you a simple but powerful command that you can understand. You must succeed on a Wisdom saving throw or be pulled 10 feet toward the wall and face a fate familiar to you. A fool? Your only chance to get what you want is to stand within the wall until the spell ends. You can use a bonus action this way to try to seize the devil's attention and control his behavior while you are within 30 feet of it. You make a Wisdom saving throw each time you use this way, and if you succeed, you are not pulled within 30 feet of the wall, but instead pulled 10 feet toward it and 20 feet away from it. If you move more than 20 feet away from the wall each round you attempt to manipulate it, the fiend takes an extra second to restore you to your normal speed and to the range at which it attacked. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A portal opens up on the ground beneath a certain size that is within 200 feet of you. The portal takes you—or a creature you choose as a target for its teleportation spell—landed and remains there for the duration. If you chose a point within 200 feet of you and that creature’s speed is not below 0, the portal appears and lasts for the duration. You can use your action to move the portal up to 30 feet in any direction along the ground, filling 5 cubic feet of ground in each direction. You can use your action to move the portal horizontally, vertically, or diagonally across the ground, filling 10 cubic feet of ground in each direction. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the portal leaps into the Ethereal Plane toward a creature within range. Make a ranged spell attack for the portal. On a hit, the target deals 5d10 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy
End Wall
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A veil of shadow descended on a chosen location that you choose within range. The veil w as it extends into the space where you cast this spell, and there are 5 feet of reachable windows within which you can see. In addition, you can use a bonus action to move the veil up to 30 feet in a straight line toward a specific spot within reach. The veil moves with it, remaining centered on that spot. You choose the area of the mist as your target. Alternatively, you can cause the mist to spread out over a 5-foot radius, forming a dome and forming an opening, or you can cause the mist to extend out over a 30-foot radius, forming a trench, opening a gate, or pouring over a portion of the ceiling. The extent of the mist depends on the direction in which you cast the spell. If you are targeting a creature, you can use your action to cause the mist to move in a direction you choose, up or down, 5 feet, or 1 inch, depending on the direction the mist travels. After making its movement decision, the mist moves and sheds bright light in a 30-foot-radius sphere centered on the area. If it moves more than once, it sheds dim light in a 30-foot radius centered on that area. If it sheds its light in a different place than its current location, the light sheds light in that location for its full duration. If the light sheds a color or a crude symbol or a harmful effect on another creature, it sheds that effect as well. To cause an affected creature to become blinded and deafened, a mist or a celestial sphere. A paralyzed or stunned creature is affected first. At the end of each of its turns until the spell ends, a paralyzed or stunned creature can make a Wisdom saving throw. It succeeds, however, if it can't defend itself against being affected by the blindness spell or by a similar effect, such as a reduction in cover. If a stunned creature damages an affected creature with a harmful effect before that time runs out, its damaged creature recovers at the DM’s option (if available). A stunned creature can use an action to make a Wisdom (Insight) check against your spell save DC, healing the creature. On a successful check, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation
End Wall
Casting Time: 1 action
Range: 60
Duration: Instantaneous
For the duration, you create either a wall of stone or a shimmering portal that leads to a place, object, or object you choose within range. You can use this portal to teleport you or to deliver a message to a creature within 10 feet of the destination. It lasts for the duration or until the portal is closed, the spell ends, or the spell ends. The portal takes no teleportation actions and can be opened by any normal action on the target. Once opened, the portal leads to a place you choose within range, such as a temple, library, or a secret passage within a tomb. You have resistance to all damage and vulnerability to all effects for the duration. If enough damage or vulnerability has not been removed from the portal, a dark lord appears at the entrance to the portal and ends the spell. If enough damage or vulnerability has not been removed from the portal, a lich appears at the entrance to the portal and ends the spell. If enough damage or vulnerability has not been removed from the portal, a wizard appears at the entrance to the portal and ends the spell. In addition, a demigod appears where the portal leads to an unoccupied space that is dedicated to evil or that you have designated as your personal tomb. The demigod, who appears to be an angry beast wearing an illusory phantasm, appears to belong to the evil demigod group you described. If you choose a tomb dedicated to a group dedicated to evil, a demigod immediately appears in that space and calls vengeance on those who attacked it. Choose a location that is sacred to a specific deity or group of deities or that has been dedicated to one of those groups for its deity. You can create an unoccupied space dedicated to the activity of a specific deity or group of deities for the duration. Creatures that are aligned with that deity or group are unaffected. Necromancy
End Wall
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a wall of solid solid force in a 10-foot-radius, 100-foot-high cylinder centered on a point you choose within range. You can create this wall by casting this spell once, or you can create a portal by casting this spell once, or by concentrating spell slot one. You can also create an area by casting this spell once, or by concentrating spell slot one. The wall can be of any thickness and thicknesses in its area, and it can contain up to six hundred pounds of stone. When you cast this spell, you can move the wall up to 60 feet in any direction and no more than 10 feet in any direction. Conjuration
End Wall
Casting Time: 1 action
Range: 60
Duration:
Necromancy
End Wall
Casting Time: 1 action
Range: 60
Duration: Range
Duration Until dispelled
End Wall
Casting Time: 1 action
Range: 60
Duration: Range
Up to 1,000 feet on a side within range, you cause a wall composed of ten cubes to form in an unoccupied space within range. Each cube must come from a different area within that area. Each cube must be within 5 feet of another cube. For the purposes of this spell, a cube with two legs equals two cubes that are on the ground must be within 5 feet of each other. Each cube must be on a separate surface from which to run. When a cube appears outside the spell, it counts as a cube within the meaning of that spell. Each cube must fit within a 5-foot cube and is immune to the triggering effects of spells and other magical effects. Each cube must be on a separate surface from which to place a cube or a creature. When a cube attempts to pass, it makes a Dexterity saving throw. On a success, it can use its reaction to automatically cross the cube and complete its destination task. When the cube reaches the finish line, the spell ends. Each cube has AC 15 and 30 hit points. If a creature would roll a 6 or a 7 on a 4 or a 5 on a 3 or a 6 on a 2, the creature would make a successful Constitution saving throw. The cube can have no more than two Hit Dice, and its hit point maximum is reduced to 0. If a creature would roll a 5 or a 6 on a 4 or a 5 on a 3 or a 6 on a 2, the creature would make a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional cubes for each slot level above 7th. Transmutation
End Wall
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a shimmering wall of force radiates magical energy that ripples out from you in a direction exactly like a rope or a rope bridge, but made of transparent glass instead of stone. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature is restrained and must move to the nearest safe passage or another safe-space, such as a locked compartment or a wall of stone. At the end of each of its turns, a restrained creature can roll a d4 x10 moral test on the d20 roll and choose one of the following two capabilities scores—anchors, bridges, crevasse, or high arch—that fit within the following categories: Huge or smaller Nonmagical, up to 10 feet high Appearing in an unoccupied space up to 60 feet wide Nonmagical, up to 10 feet tall Appearing within 60 feet of you Appearing in an unoccupied space within 60 feet of you Nonmagical, up to 10 feet tall Appearing within 60 feet of one creature Appearing in an unoccupied space within 60 feet of the wall or creature Appearing in an area within 60 feet of a wall that is a separate object or an area within 60 feet of another wall As a bonus action on each of your turns until you finish your training, you can mentally command up to six creatures you have trained with that have become proficient with the use of the rope or bridge. You decide what action the creatures will take and where they will move during their next turn, or you can compel them to move before the start of your next turn, ending the effect of any effects that would have prevented them from doing so. Transmutation
End Wall
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, this wall creates a ripple of wind around you in a 10-foot cube within range. Up to five creatures of your choice that you can see within range when you cast this spell (such as elves, goblins, or vampires) have resistance to being frightened. The wall is an illusion, and any creature or object it affects can be seen in the wall. The wall is 10 feet tall and composed of several layers. The first layer is an illusion—a wall composed of sheets of thick mist that is difficult terrain for creatures other than you. It has AC 15 and 30 hit points. The second layer is a solid mass of mist that is difficult terrain for creatures other than you. It has AC 15 and 30 hit points. While in the second layer, an unwilling creature that fails a saving throw made against this spell must succeed on a Dexterity saving throw or become frightened of you for 1 hour. Until the spell ends, you can use an action to move the wall up to 30 feet in any direction, ending the effect on itself on a successful save. Conjuration
End Wall
Casting Time: 1 action
Range: 8 Hours
Duration:
A wall of stone erupts out of a creature’s space using acid, cold, fire, lightning, lava, mud, rock, or snow. The wall extends into the space it hits and touches, forming a face that faces an enemy or a wall. The wall is bright green and has 4 flashing colors, one for every 5 inches of ground under the creature’s line of sight. A creature can choose from any of the following effects when creating the wall: Each creature in the area must make a Dexterity saving throw. On a failed save, a creature can throw a ranged weapon (axe, mace, mace-like weapon, stick, club, chain saw, mace-like weapon, or dagger-like weapon). The weapon deals an extra 1d8 damage of the type you choose when you reach up to 10 feet away from the wall. The creature that laid the bombs must make a Constitution saving throw. On a failed save, the creature takes 1d8 poison damage, and it takes half as much damage on a successful save. Both times, the creature takes half the amount of damage. If the creature’s Strength or Dexterity score is less than or equal to the creature’s scores, the creature takes half the amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the wall increases by 2d8. When you use a spell slot of 3rd level or higher, the damage from the wall increases by 4d8. When you use a spell slot of 4th level or higher, the damage increases by 5d8. That spell’s damage increases by 1d8. When you use a spell slot of 5th level or higher, the damage from the wall increases by 2d8. When you use a spell slot of 6th level or higher, the damage from the wall increases by 4d8. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the wall increases by 1d6, and the damage from spells with a casting time of 10 minutes or shorter increase by 1d6, for both types of damage. Conjuration
End Wall
Casting Time: 1 action
Range: 8 Hours
Duration:
A wall of stone springs into existence in a 30-foot cube centered on a point you choose within range. The wall vanishes into silence, and each creature it ignores when it appears on the ground or on the ground next to you must make a Constitution saving throw. It remains there for the duration or until you dismiss it as an action. The silence lasts until the spell ends, at which point the wall reappears in your space. You can use your action to move the wall up to 60 feet in any direction. You can extinguish the flames within by using its movement to do so. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If it is completely dark, as with all flames in the wall’s area, it sheds a harmless gloom effect on the ground and wastes no energy fighting any other creatures. As an action, you can move the wall up to 30 feet in any direction, ending the effect on itself. Evocation
End Wall
Casting Time: 1 action
Range: 8 Hours
Duration:
You create a wall of shimmering crystal on the ground within range. You can make the wall up to 50 feet long and 10 feet high, and it lasts for the duration. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. Any creature other than you who enters the warded area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 piercing damage on a successful one. The wall’s interior is lightly obscured, creating a difficult environment for walkers, goblins, and other creatures. It is heavily obscured against light and heavy objects. Any creature of at least 2th level or lower can enter the warded area sees its full potential, and it can make a Wisdom saving throw to automatically eliminate the fog and move away from the wall as described below. A dispel magic spell cast on the wall removes the fog and replaces it with a less harmful illusion. A false wall also extends into the Astral Plane, preventing it from passing through the portal leading to it. A wall of strong dark energy reaches 5 miles to the north and 10 miles to the east. It can be pitting a prepared warlock against one who has a long history of causing great damage. Each creature within 10 feet of the wall when you cast the spell must succeed on a Dexterity saving throw or become alarmed (your choice with a successful one), take 1d8 necrotic damage, and take 1d6 necrotic damage for 8 hours (your choice with a failed save). When a creature uses its action to move toward the wall and uses its action to make a melee spell attack, it can make a different attack roll using its action. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
End Wall
Casting Time: 1 action
Range: 90
Duration: 10 minutes
This spell sends up a 15-foot-radius sphere that lies completely still within range, centered on one point on your person. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects within range: You cause a bolt of lightning energy to leap from your hand toward a creature within range, creating a lightning effect. You cause a shortening in the ground within 10 feet of the point you chose for the effect. You cause flashes of light in a 10-foot radius that last for the duration. You create a small explosion of stinking vapors that causes fine black smoke to leap from your mouth to a creature within 5 feet of it. Conjuration
End Wall
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
This spell allows a creature with a Wisdom score of 4 to understand the nature of its surroundings. It also reveals secret areas within creatures minds that aren’t normally read. The spell doesn’t affect creatures that aren’t within line of sight. Special Concentration, up to 1 hour You create a magical barrier that blocks incoming and outgoing spell attacks. Until the start of your next turn, an enemy within 10 feet of the spell’s center has disadvantage on one Strength saving throw, and it must either succeed or take 4d8 radiant damage on a failed save, or half as much damage on a successful one. The barrier lasts until the end of its effect, at which point it stops working. The spell allows a creature with a Strength score of 2 or less to overcome a particular obstacle or to move up or down stairs without using any movement. Evocation
End Wall
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
A wall of stone appears in a 5-foot-radius sphere centered on a point within range. The wall appears at the end of each of the creature's turns. The stone disappears when the spell ends. If you cast this spell again on a different creature, the spell ends. Transmutation
End Wall
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You create a wall of concentric rings centered on a point you can see within range. The wall appears at a point that you can see within range and lasts for the duration. Each creature that fits within the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d8 piercing damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 6d8 piercing damage to each creature that ends its turn within 5 feet of that side or inside the wall. A creature must make this saving throw if it were to pass through the wall. If a creature fails the save, it can normally be attacked as a group. If a creature is in a bubble created by a spell slot of 4th level or higher, this spell creates a 15-foot-radius, 30-foot-high cylinder centered on that spot. Creatures that pass through the bubble have disadvantage on their attack rolls against the spell’s target. Spells that deal cold damage that pass through the wall cause the area of the wall they create to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s chill remains, and any creatures that can’t see it or that can’t read it have disadvantage on their attack rolls and ability checks. Evocation
End Wall
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You create a pillar of green flame that spreads out vertically over 10 feet square, 50 feet deep, and lasts for the duration. If you cast this spell on the same spot every day for a year, the pillar shrinks to make room for the Large or smaller creature. When the pillar appears, each creature in the pillar must make a Strength saving throw. Any creature restrained by the pillar must make the saving throw with advantage. If a creature fails the save, the pillar is destroyed, and the flames set off by this spell on the pillar are extinguished. Transmutation
End Wall
Casting Time: 1 action
Range: A shimmering wall springs into existence on a solid surface within range. The wall radiates light and radiance, and it extends outward as far as 40 feet. The wall lasts for the duration, at which point it explodes, dealing 4d10 radiant damage to any creature within 5 feet of the entrance. When the wall deals this damage, the wall creates one of the following effects within 1 hour of entry: Stunning one creature (including you) that starts its turn in the passage. Targets have disadvantage on Dexterity saving throws against your spells and have disadvantage on attack rolls against you that use your spell slot. You plant a celestary seed on one creature that you can see within 60 feet of the entrance. You command the creature to move into a secure location in order to receive a spells minimum price at the end of each of its turns. The creature must succeed on a Strength saving throw or be restrained by the wall. If the creature fails the save, the wall explodes, dealing 4d10 radiant damage to any creature in 5 feet of movement.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: Choose an area of air that you can see and that fits within a 20-foot cube and that is within range. You create one solid beam of light at a point you specify within range and 24 feet high. Any creature that ends its turn within 8 feet of the center of the beam must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. As a bonus action on your turn, you can move the beam up to 30 feet in any direction. If you ram the beam into a creature, that creature must make the saving throw. On a failed save, the creature takes 1d8 lightning damage and is knocked prone. As an action, you can ram the beam up to 60 feet in any direction, ending the effect on itself on a success. The spell ends if you ram the beam as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: Choose an unoccupied 5-foot cube that you can see within range and that fits within the following categories: Within 5 feet of any nonmagical object you choose that isn’t part of a creature’s body or that doesn’t share a body part with any creature Within 5 feet of any object that isn’t magic or that isn’t part of a creature’s body (for example, if the creature is talking or walking), you can cause it to make a Wisdom saving throw and make the saving throw with disadvantage if the creature’s speed is reduced to 0. The creature takes 5d8 damage on a failed save, or half as much damage on a successful one.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
You touch a creature. You touch the target and give it the ability to make a Wisdom saving throw. On a success, the target takes 1d10 necrotic damage and is charmed until the spell ends or until the spell ends. On a failed save, the target takes 1d6 necrotic damage and is charmed until the spell ends or until the spell ends. Enchantment
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a wall of fire on a flat solid surface within range. When a creature moves onto a solid surface within 120 feet of it for the entire casting of the spell—including the casting of the spell on the floor or the wall itself—the fire spreads and falls down into the area, extinguishing at the first movement target for the spell and at the start of each of the creature’s turns until it finishes casting or until at least one of its tools falls and strikes the wall (other than by a slam attack, an axe strike, or a club attack). Any creature that moves into the fire or directly strikes it or casts a spell thereinst can succeed on a Strength saving throw to stop the fall and extinguish the fire. While the fire is on the ground, each creature other than you in the area must make a Dexterity saving throw. On a failed save, a save for the first target uses up the spell’s duration. A saving throw for the second target takes effect immediately after the first. If you cast this spell using a spell slot of 4th level or higher, the first target also automatically succeeds on saving throws against the fire. During the duration of the spell, a second target also automatically succeeds on attack rolls against the same target or one unaffected by its spell. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell poisons the flesh of a willing creature it strikes within range. You make the target wilt. The target must make a Constitution saving throw. On a failed save, it falls unconscious for 1 hour, or until you meditate. While unconscious, the target can use only one of its moves on a turn that it can use, and it suffers from poor movement and endurance, relying on movement that isn’t fast enough to move at all. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it can use its action to move into a secure space and shuttles its food and drink to a safe distance within 30 feet of where it starts its turn. While the target is within 30 feet of its safe space, it makes a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. You can also choose to cause the target’s movement to be affected by truesight, in which case you send the spell to the creature’s best friend, the willing creature, or the spell’s harmful effect to rest. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a glowing wall of fire on the ground within range, centered on a point you choose within range. The wall lasts for the duration. When a creature moves into the glowing area for the first time on a turn or starts its turn there, it can use Strength instead. On each of your turns after you cast this spell, you can use a bonus action to cause these flames to exhale flammable objects weighing up to one hundred pounds (150 kilos) less than the creature’s normal weight. The flames lash the wall, spewing gases that are no larger than Medium constructs or fire pits filled with gas and smoke. Each creature in a 20-foot-radius sphere centered on the glowing wall must make a Dexterity saving throw. On a failed save, a creature takes 10d8 fire damage and is blinded for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create an instantaneous wall of light in an unoccupied space that you can see within range. You choose one side of the wall and lay waste to any melee attack against it. Each creature within 10 feet of the wall must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 20d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 25d6. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a pillar of silence across a 5-footradius, 30-foot-high cylinder centered on a point you can see within range. You can create the pillar as either a point on a solid surface or as a part of a wall or a ramp extending from the pillar toward a location within 5 feet of it. You can shape the pillar so that only creatures and objects that can be opened or worn by creatures or objects within 5 feet of it can see or hear you. Each creature in the pillar must make a Wisdom saving throw. If it fails, it takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Illusion
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a wall of force in a 5-foot-by-5-foot-high portion of space within range. The wall is thick, with a 50-foot-radius sphere centered on the wall and centered on an unoccupied space within range. The wall is difficult terrain and can't be made more than 10 feet wide. When you cast this spell, you can affect the wall with a spell of your choice that you can see or hear that can see up to 40 feet in the area. Conjuration
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a wall of soft stone against which a Large or smaller creature (such as a wall or a ceiling) is shielded. The wall can be up to 50 feet long, 20 feet wide, and 10 feet thick, and it lasts for the duration. When the wall appears in an area of natural hazard (such as a river or a mountain) or as a defensive barrier (such as a mountain pass), it effectively stops water from reaching a creature that is swimming within its area. The wall blocks flowing water that enters or leaves the wall, and any creature that begins its swim by making a Strength or Dexterity check against your spell save DC or by making a Strength check against your spell save DC, as well as igniting flammable objects that are within 60 feet of the wall, must make a Strength check against your spell save DC or be blinded for 1 minute. When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the wall. A successful save ends the effect of that spell. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create one of the following effects when you cast this spell: An illusion appears in front of you in a 60-foot-radius sphere that you can see that is 60 feet long and 30 feet high. The spell lasts for the spell’s duration. The illusion fills a 20-foot-radius sphere for the spell’s duration. The spell ends if you cast it again or if you cast your next spell. If the spell ends, the illusion appears in a spot that is normally invisible. The spell can be dispelled by any means. Conjuration
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Until this spell ends, a shimmering wall of green light appears at a point within range and lasts for the duration. The wall seems to grow in height to match your location. It appears to be made of thick and flowing stone, with narrow sides and narrow beams that lead toward and above you. Small or larger creatures within the wall can’t pass through it. The wall lasts for the duration. Within 5 feet of you, you can move up or down, creating a temporary barrier. You can construct one of the following barrier types: Stone, brick, or log (including natural stone components) that isn’t made from stone or that isn— Any metal or stone construction that uses stone occurs within 5 feet of the wall. This construction can use Strength, against the spell’s casting ability of your choice. Any creature blocking the way can use its action to try to reach for the wall. If it fails, the spell ends. If you break the wall, you move up or down, creating a temporary barrier at the bottom of the wall that lasts until the end of your next turn. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a shimmering wall of solid stone three times as thick as your normal wall and 10 feet long, 5 feet high, and 10 feet thick. The wall lasts for the duration. You can shape the wall so that it faces you, one side at a time, facing away from you. You can shape any aspect of the wall you desire. For example, the wall might be vertical and horizontally horizontal, ascending and descending as you direct, descending as you descend, and so on. If you animate or construct a pit or other archway (as with dragons or stone platforms), the wall becomes an archway when you create it, and an open pit or gateway whenever you create it. You can create any number of archways in the wall, each “stronger than iron” or “less so” or anywhere in between. When you create the wall, choose any stone structure or object within 30 feet of it as the foundation. Any stone structure in the wall’s area is difficult terrain. The wall is a celestial, magical pillar, with four horns on the base and a ringed staff on the top. The staff protects it from melee attacks. While in the wall’s area, you can use an action to cause a creature of sound within 30 feet of the wall to repeat the attack against a creature within 30 feet of it. Each creature that ends its turn within 30 feet of the wall must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded by this spell. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a wall of bright light that lasts for the duration. At the start of each of your turns until the spell ends, you can use an action to cause the wall to burst, cracking open some structures or dealing heavy damage to one creature within 30 feet of you. The wall appears in an unoccupied space within range. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can break the wall up into walls, up to 5 feet in diameter, or as wide as the ground under a hospital or a fortress. Each wall can be up to 20 feet tall and has AC 12 and 30 hit points. In addition, a creature starts out on the wall at the greatest possible height, so it can travel up to 30 feet per round trip (8 AC, 10 AC, and so on) or slow to 15 feet per round trip (10 AC, 10 AC, and so on). Thus a creature on a creature journey of 8 miles or more must first be within sight of the wall when it appears. If it does so, it is driven mad and must move to defend itself against the madman. You can extinguish the fire within the fire’s area, provided that it is on the ground (such as a wall in a cave, or atop an altar), or you can cause it to erupt in flames, creating a moderate to large pyrotechnic effect similar to a pyre eruption. Evocation
End Wall
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create a wall of shimmering energy centered on a point within range. The wall lasts for the duration. You can make a Dexterity-based Strength (Athletics) check against your spell save DC to break the wall. It w soaks you up to 60 feet on each of your turns. It lasts for the duration of your spells. When you break the wall, you can use your action to push it up to 20 feet. If you break the wall, you cause it to become a gateway between two different planes of existence, thus forming a contiguous wall against which creatures can travel. This wall lasts for the duration. As an action, you can move the wall up to 30 feet in any direction along the wall. You can create a nonmagical lock on it, as long as it is not a lockable object or a slot that can be opened or shut by another creature. If you break the wall, you cause it to become a cylinder with a diameter of 15 feet or 10 feet on each side. This cylinder lasts until the spell ends, when you use your action to move the wall up to 20 feet in any direction along the wall. Conjuration
End Wall ConjurationEnd Wall
Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:
Your body becomes part of the world around you. Choose a solid body part, such as a leg, a chest, a hip or a waist, and everything moves with you. Your movement doesn’t necessarily follow a fixed course, but rather requires you to make a precise and precise choice about what you want to happen. As part of casting the spell, you can change the way the spell affects the creature you choose when you cast it. Choose one of the following effects when you cast the spell, which you must be touching the subject of each casting. The spell can have additional effects depending on the object or persons affected by it, such as the creature might detect a magic door open on an alchemical floor or a glowing, shimmering door on the floor of an arcane chamber. Detect Curses. You learn the alignment of all curses affecting you, based on the nature of the spell and the extent to which they are native to you. Choose 1 effect affecting you, a curse you cast and which has the same effect as the spell. If you cast the spell without attaining the level of the enchantment, you can cast that spell again if the level of the curse is less than the level of the target you choose. Sickle Death or Sickle Spell. You learn the nature and extent of curses affected by the sickle spell. Choose one effect, a curse you cast and which has the same effect as the spell, or a simple disease or magic disease, if that effect’s nature is different from the target’s. If the curse is so simple that the target can neither do anything harmful to themselves nor others, the spell fails entirely. If you cast the spell on a creature that is neither undead nor possessing magical wards, the creature is cured of its diseases and charms, and whatever damage it sustained from casting the spell is replaced by an additional 2d6 bonus, based on the nature of the disease and the portion of the creature’s health restored as magic damage. Similarly, if you cast the spell on a permanent or a cursed object that is not worn or carried, the spell fails and no additional damage occurs, unless the object is somehow held or carried by a celestial or fey deity. Sickle Sleep or Sickle Resurrection. You learn the nature and extent of sickle spells, which also have the same effect as the sickle spell, and which have the same effect as the sickle spell, if the spell is cast using a spell slot of 2nd level or higher. If you cast the sickle spell on a creature or a part of a creature’s body, the spell fails and the target recalls its original form, if available, of the new form from memory. The spell recalls the form of any current or former targets who w ere aware of the new form from memory. Sickle Whirlwind. You create a long and whirlwind-like whirlwind whose center is a point on the ground within range. The whirlwind travels 1 mile on a s s and 30 feet on a s speed of 40 feet. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it is affected by this spell for the first time on that turn; if it makes a move in the whirlwind and moves twice as fast as normal, this spell fails. The whirlwind emits bright light in a 30-foot radius and dim light for an additional 30 feet. The whirlwind is heavily obscured. It is difficult terrain and moves at your command. When the whirlwind reaches the ground it strikes up to four creatures that are within 5 feet of it and causes them to make a DC 20 Strength check, taking 3d8 damage of the type you chose. Conjuration
End Wall
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a statue of the spirits of war behind a pillar of fire. The statue disappears when it drops to 0 hit points and reappears every hour for the duration. The statue vanishes if it hits an object or structures. The statue is immobile and takes no actions. It obeys all verbal commands and can move at high speed, up to 60 feet per round for long distances. When the statue drops to 0 hit points, it disappears and extinguishes all fire effects and poison effects within 10 feet of you. Any spell that removes a spell, including removing a harmful effect, doesn’t do so. The statue lasts until it drops to 0 hit points. If you cast this spell again, the spell removes all harmful and non-harmful effects within its area, and the statue doesn’t return to its normal place after 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. Evocation
End Wall
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create a wall of stone or a thick cloud to protect a specific location within range. The wall is 3 feet on each side, half as high as a mountain, and stands on one side of the wall. The wall is 10 feet thick and fills a 20-foot cube. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it instead takes 2d6 stone damage, and it takes twice as much damage on a successful save. Redundant rain falls in 2nd level and higher locations. Place your choice of one of the following effects on the wall. It reverts to its normal state if the wall’s edge is free. It reverts to its normal state if the wall’s edge is on a different plane of existence than the one it is on. An instantaneous trap creates an opening in the wall for the creature to escape. The trap creates one of the following effects within 10 feet of the edge‘way: Renders itself in an odd pattern in an8 random image drawn from a 12-inch cube made from dirt, leaves, or other clean materials. Such a pattern reveals hidden pathways that would lead the creature through a secret passage or trap created by the wall effect. Creatures that don’t rely on teleportation or planar travel are unaffected by this effect. This teleportation, or the wall effect, destroys the effect in its area. A creature that uses planar travel to enter a trap created by a fortress-like wall effect is transported to the nearest extradimensional space of its choice that is open and centered on the wall. If the creature is currently trapped in the wall effect, it can use its action to move up or down as described above to grab the object at hand. Alternatively, the creature can use its action to move over the object, which must be at least as long as its reach is extended. If the creature uses its action to move up or down, that creature can use its action to grab the object and use its action to move back up or down as described above. Transmutation
End Wall
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create up to four pillars of green light in a 15-foot cube centered on a point you choose within range. The pillars can be as small as a 20 foot cube, as large as a 30 foot cube, or as large as a 200 foot cube. Once the pillars appear on a spot within range, they animate and remain there until the spell ends or the pillars dissipate into smoke, reaching a maximum capacity of 100 pounds (4720 kg). When the flames cool to the touch, they turn a stinking pile of bones and flesh into flesh and bones and flesh and flesh and flesh and flesh. The spells last for 1 hour, if they are cast with a clean energy item, or until the pillars cool to the touch. Evocation
End Wall
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
A wall of solid rock springs from your space, moving toward a creature you can see within 60 feet of you. If you chose this form, you can target an invisible creature with a successful dispel magic spell or a creature with a successful dispel magic missile spell against the creature to cast the spell using your spellcasting ability, provided that you have the creature’s Strength and Dexterity levels listed above. You can choose a section of the wall that you can see and that fits within a 30-foot cube within range, such as a wall that extends from a ceiling to a point 60 feet up, as a bonus action on each of your turns until the spell ends. When you cast this spell, you can have up to six creatures follow you in this way, provided that you have the creatures’s hit point maximum at that point. When you use this spell to create the wall, create additional barriers, and erect barriers to separate blind and partially obscured creatures, you can direct the creatures to a different and potentially dangerous spot on the wall. When you cast the spell, you can direct the creatures to a place that is neither more dangerous nor safer for them. Each creature in the wall must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is subjected to the bludgeoning damage for the duration. The creature can’t use reactions, such as ramost, while it is subjected to the bludgeoning damage. At the end of each of its turns, the creature must make a Strength saving throw. On a successful save, the creature takes half the damage it took without saving for the duration. The wall can be destroyed in the course of a single short or long rest. When the wall is destroyed, any creatures in the wall's area are demesneashed and transported to another room on the wall. Such a place can’t have more than one creature or object on the wall or adjacent to it, and its dematerialization state can’t reduce it. While this dematerializes, a creature or object can use an action to dismiss the dematerialization with a harmless disuse spell. In any case, each affected creature rolls a d20 incrementally until it is indistinguishable from another creature. This change lasts for 1 minute, after which time it repeats. Transmutation
End Wall EvocationEnd Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
The wall that forms where you stand disappears and you decide where the wall is located. If you are within the wall, you can use your action to make a ranged spell attack against the wall. On a hit, the wall pushes away from you and you gain the bonus spells equal to your spellcasting ability modifier. Conjuration
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You choose one creature that you can see within range. The target takes 1d8 bludgeoning damage and is restrained until the spell ends. The target is also incapacitated and can't move. The target can repeat its saving throw if it wishes. If it succeeds on its saving throw, the target is then restrained until the spell ends. The target can use its reaction to make a Strength check to see if it has enough intelligence to understand the spell. If it can, the target takes half damage and is restrained until the spell ends. Otherwise, the target can use its reaction to make an Intelligence check against your spell save DC. If it can, the spell ends. Abjuration
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a wall of fire on an unoccupied space that you can see on the ground within range. You can make the wall up to 50 feet long and 5 feet high. Because the wall cuts through solid earth to fill its area, it lasts for the duration. You can shape the wall in any manner you choose so long as it makes one continuous path along the ground. If you shape the wall in any way that keeps objects within the wall mobile, they fall. Any object that falls remains within 60 feet of the wall. Any object that strikes an object inside the wall is done so as normal. Evocation
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a wall of light within range. Choose one of the following effects. Choose one creature or object within range. The creature must be within 30 feet of the wall. The wall must be of solid material that fits within the wall. The wall must not exceed 10 feet high or 10 feet wide. The wall must have a face that is at least 10 inches in the center. The wall must be made from a thin sheet of paper that is at least 5 inches in diameter at its top and 30 percent thick at its bottom. The wall must fit within the space of a normal door or window. The wall must be strong enough to resist the attack of a Large or smaller demon. Evocation
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You create ten translucent barriers or slots at the center of a room within range that are made of a certain material or stone. The barriers are 10 feet tall and have a diameter of 20 feet. When a surface falls on a barrier, you can place a ceiling or other structure over it to create the barrier as well. Each barrier is 1 inch thick and is covered with a thick, sticky covering. When a creature enters the barrier or enters the barrier's area when the barrier is created, the creature must succeed on a Strength saving throw or take 1d6 acid, cold, fire, lightning, or thunder damage. On each of your turns before the casting time for this spell ends, you can use an action to mentally command any creature you summoned to serve you. You decide what action each creature will take and where they will move during its next turn. Creatures that will move during their next turn are also commanded to make a Wisdom saving throw. A creature takes 4d12 cold damage on a failed save, or half as much damage on a successful one. The DM chooses the nature of the cold damage and the DM's statistics, which are in addition to its normal damage. When a creature successfully saves against the cold damage or a similar effect for its entire attack, it isn’t pulled to its attack action. Evocation
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You plant the bark of a tree you can see within range and shape it into a pillar, making it appear as a vertical pillar in the air or a horizontal pillar in the ground. You can make any other shape you desire, such as an overhang or cone with two branches. When you animate the pillar, you create an effect that either increases or decreases the height of the pillar, or both. If you create an effect, each blade lengthens at the same time that another blade recoils at the same time. If you create an effect, you create a small void, a sphere centered on a point you choose within 30 feet of you that is a small warp in the fabric of space that allows a creature within reach to pass through and reach out through it. Transmutation
End Wall
Casting Time: 1 action
Range: Instantaneous
Duration:
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a glyph appears indicating where you were when you vanished. You can specify a location, a date, a time, and a location's name. You can also specify a password. Once revealed, the glyph remains in your hand and you can use it again only if the spell ends. Divination
End Wall
Casting Time: 1 action
Range: Self (10-foot-by-10-foot cube)
Duration: Range
Duration Until use, you create a 20-foot thick cylinder of rock on the ground within range where you cast this spell. The rock can be anywhere on the surface. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects of your choice to apply to this spell. ‣ Rockscan. You cause simple supports of one kind onto the ground in a 5-foot cube. Each creature of a distance equal to your speed can ride on the supported platform. All structures within the area crumble to stone and trees erupt. ‣ Rockslide. You create three straight layers of thick shadows on the ground that are indistinct except for a gleaming sword that glimmers in the darkness. Each creature in each layer must make a Dexterity saving throw. On a failed save, a creature takes 14d8 necrotic damage, or half as much damage on a successful save. ‣ Rockslide-Inflict Stunning. You cause waves of tears within the image to lash out at one creature you choose within 60 feet of you. For the duration, each target has disadvantage on Strength, Dexterity, and Constitution saving throws. At the end of each of its turns, the target can make a Constitution saving throw against the image. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increase increases by 1d8 for each slot level above 5th. Slayer Touch Concentration, up to 1 hour You touch a willing creature, granting it the ability to speak a one-word message that can teleport it to any other spot within 30 feet of the destination tree. Until the spell ends, the target can’t willingly leave its tree where it can’t cast spell for 30 days. Its tree leaves are vulnerable to truesight effects, such as blindness or deafness, and it can’t talk with nonmagical messages. Transmutation
End Wall
Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Duration’Tirement
You create a wall of flame on the ground within range. Each creature in a 20-foot cube must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
End Wall
Casting Time: 1 action
Range: Self (15-foot-radius. dot Create a wall of magical energy centered on a point within range. You cause the wall to move in any direction along a solid surface within reach, and it has advantage on attack rolls against you and so it can enter a new fixed position within 5 feet of you and attack the same creature it replaced. When the wall appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 10d6 acid, cold, lightning, or thunder damage. On a successful save, the creature takes half the amount of temporary hit points it can retain. As an action, you can move the wall up to 30 feet in any direction. While in the wall’s location, the creature must make a Constitution saving throw. On a failed save, the creature can use its action to move to the nearest side of the wall, which side is perpendicular to the ground (but not over the top or below the wall). If the wall is higher than the creature’s maximum height, the creature can move up to half its height but must first make a Strength saving throw. On a successful save, the creature is no longer restrained by the barrier and instead uses its action to push it up to half the remaining distance. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a wall of solid radiance at a point you can see within range, up to 200 feet on a side. The wall extends from you and moves with it, remaining centered on each spot you choose within range. You can hurl the wall up to 30 feet per round cylinder. You can hurl one hundred three coaltions in a round using only one pile of coaltions, up to 10 coaltions in a round using two piles of coaltions, up to 10 coaltions in a round using three piles of coaltions, and so on. Each pile lasts until the spell ends. A coaltion is an extra pile of flames that you can use as fuel. You decide when the wall extends, and it lasts for the duration. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded until the spell ends. On a successful save, both creatures take half the damage and are blinded for 10 days. When the wall appears, each creature in it must make one Constitution saving throw. On a failed save, a creature takes half the damage and is poisoned for 1 day. A creature that fails the saving throw must instead make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
End Wall
Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes Choose a creature or an object within range and exert a strong urge on it that causes it to erupt into fey, slashing, or slashing attacks. Each creature in a 20-foot cone must make a Constitution saving throw. A creature automatically succeeds on this saving throw if it is immune to being frightened. On a failed save, the creature becomes frightened again if it reverts to its normal form. The frightened creature can’t speak, cast spells, or take any other action that requires hands or speech until it regains control of its environment. The frightened creature disappears when it drops to 0 hit points or when the spell ends. Conjuration
End Wall
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create one of the following magical effects within your space: You create an instantaneous puff of either flame, thunder, or lightning within range, causing flames to flash in all directions and causing them to move across the room in one go. You create a chill that spreads to 50 feet in a 10-foot-deep pool of boiling water, causing feverish frolicking in a 15-foot-radius sphere to manifest in a secluded spot within 30 feet of it. You create a harmless sensory shock, such as a rumble of thunder in the room, a faint musical note flying when you cast the spell, or a loud knock when you cast it. A sensory overload causes creatures in an area within 30 feet of the spell zone to become immobile for the duration. You cause flames to leap from the floor of the spell’s area to a location within 30 feet of the location you’re located within 30 feet of. If you cast the spell on an area that isn’t a simple living arrangement, the flames leap from the floor to a location where they are light years away from the place where you cast it. Evocation
End Wall
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour
You step out of your hideout to a place of your choice that is enclosed by a wall or other solid barrier. You can create that barrier by shaping the wall as you like. You can shape a solid barrier up to 40 feet tall, covering up to 20 feet of wall or 10 feet of barrier. You can shape a sphere as large as 20 feet across as a simple illusion, or you can shape a circle as large as 20 feet around as simple divination spells, as magic for the job. The shape and brightness of the circle create hallucinations, delusions, or other terrors within the boundaries of the illusion. When you create the barrier, you decide how the light of the barrier reaches creatures, who are blinded and deafened when exposed to the light, and how dimly light is dimpled to prevent creatures from falling out of the barrier. The light can be blinding light or dim light. If any creature in the area is blinded or deafened by dim light, it can make a Wisdom saving throw to regain vision. On a successful save, the creature is blinded or deafened for 1 minute. At the end of the creature’s turn, it can make a Wisdom saving throw to regain vision. Transmutation
End Wall
Casting Time: 1 action
Range: Touch
Duration: 10 Days
You touch a willing creature and create a wall of shimmering energy that lasts for the duration. You can end the wall on a creature or an object within 120 feet of it. The wall only partially exists there and can’t move. Any creature or object affected by the wall is made whole and immune to all damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or manifest a second wall of shimmering energy that lasts for the duration. You can animate or manifest a wall up to 120 feet in a direction you choose, causing it to curve to one side and lasting for the duration. You can also animate or manifest a third wall, which can move up to 20 feet in a direction you choose, permanently hanging from the wall. Wall of Thorns 150 Concentration, up to 1 minute A strong wind (5 miles per hour) blows around you in a 50-foot radius inside a 30-foot-radius cylinder centered on a point within range. The wind lasts for the spell’s duration. If you cast this spell using a spell slot of 2nd level or higher, the wind damages up to one creature or object affected by it, and the spell damages one creature or object within 5 feet of it. If you use a spell slot of 3rd level or higher, the wind damages two creatures or objects affected by it. Evocation
End Wall
Casting Time: 1 action
Range: Touch
Duration:
Concentration or long rest, you cause a wall of glowing, spectral energy to erupt from your hand, centered on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by ranged or divine attacks. On a successful save, a creature can throw the glowing object at the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of the object when you target them. Evocation
End Wall
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the creature’s feet are crossed and its speed is equal to or less than the creature’s. The touch creates a Fey spell slot of the chosen one, and the creature can be charmed by it. On each of your turns, you can use a bonus action to mentally command a fey creature or a summoned fey (the fey creature must be within 5 feet of you to cast this spell). You decide which fey creature to fey and how fey to create it. The fey creature must be within 5 feet of you when you w ill plant it, and it must obey your spoken commands or suffer disadvantage on attack rolls when it does so. Such a fey creature is immune to all damage, but it must make a Wisdom saving throw to gain the benefit of another saving throw. For the duration, it ves out and dies of old age at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and gain a petrified version of the fey creature, provided that you have the 2nd level perk of at least 1 hour. Abjuration
End Wall
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch one willing creature and ask it to deliver a long ranged attack against a random foe within range. The target takes 1d4 slashing damage at the start of its turn, and on its next turn, the target must succeed on a Strength saving throw or drop its weapon and attempt a Constitution saving throw at the end of each of its turns. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Special Abjuration
End Wall
Casting Time: 1 action
Range: Touch
Duration:
Up to 1 meter outside a location’ within range. You touch a creature to grant you flying or teleportation abilities, and the creature can fly up to 30 feet in a straight line up to 10 feet in any direction. Alternatively, you can cause the creature’s flying speed to be contested as one skilled in the game to gain the upper hand in combat. While the creature is at rest, its movement isn’t erratic, but it can make haphazard moves in difficult terrain to a greater or less advantage. A target automatically succeeds on a Wisdom saving throw if it can’t move if you or your companions are within 20 feet of the target. A creature can make a Wisdom saving throw against this spell using an action to end one of the following effects, as described below: You attempt to cause a teleportation spell to automatically teleport a Huge or smaller creature to an unknown location, such as the Shadowfell, that is 30 miles from you. If the spell fails, the creature is transported 1 mile to the nearest unoccupied space that can accommodate it (your choice, the creature can be a friendly creature or an enemy creature). If the creature is moved more than 30 feet from you, it is transported 1 mile to the nearest safe haven location, which means the creature is transported 1 mile to the nearest safe haven. Transmutation
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature of your choice that you can see within range and say, within 300 feet of you. The spell ends if that creature dies or if another creature steps on it. To a creature’s attacker, the spell ends if it dies or if another creature steps on it. Abjuration
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature’s flesh to create a wall of fine air. You choose the shape of the wall: horizontal, vertical, or diagonally. The wall can stay on the ground or spread around a solid surface. You can create a 5-foot square by 3-foot cube with an 18-foot diameter inside it. Any creature in the square’s space who is outside the wall can use Strength for the move it made against a creature within 15 feet of it. If the creature was targeted by a bullet from behind the wall, the creature would instead take 2d6 slashing damage from the start of its next turn to the second it took damage, or half as much damage from the start of its next turn. The spell fails if you use Strength to cast this spell without first targeting a creature inside the wall. Flame Damage Duration
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a creature. You target it with an aura that bestows a magical seal on it and that lasts for the duration. When the spell ends, the seal appears on the target and w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a willing creature. For the duration, that creature is protected from all damage, magic, and other effects that might attack or otherwise harm it. Creatures are affected both physically and mentally, and their hit points are reduced by half for the duration. At the end of the duration, any creature affected by this spell is also automatically injured, though it lacks hit points. Illusion
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a willing creature. For the first time for the duration, a willing creature becomes a target of this spell. On each of your turns until the spell ends, you can use a bonus action to mentally command a creature that you can see within range to a suicidal course of action. Transmutation
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch a willing creature that has reached the age of maturity. For the duration, the target’s speed is halved, it sheds bright light in a 30-foot radius, and it can’t take reactions and emits dim light for an additional 30 feet. The target can’t make more than one melee attack during the spell’s duration, and its speed is reduced to 15 feet per level of that level. Any creature affected by this spell must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divination
End Wall
Casting Time: 1 action
Range: Touch
Duration:
You touch one object that isn’t being worn or carried and that can be damaged by ranged weapon attacks. The target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell cannot target constructs or undead. The target’s first ranged attack fired at least 40 feet away from it deals 4d6 extra damage. Alternatively, at any time during the casting of the spell, you can use your action to move a solid object 5 feet away from you as if it were an object made of stone or dirt and then target another object made of stone or dirt. While the target is moving, any creature that ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature can use its action to move up to its speed and again be moved but not moved by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of times that you can target one creature for each slot level above 2nd is doubled for each slot level above 1st. Transmutation
End Wall
Casting Time: 1 action
Range: You cause a wall of glowing energy to burst forth from its center at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d4 cold damage on a failed save, or half as much damage on a successful one. The glowing wall is 1/4 mile long and 10 feet tall. It spreads around corners. The air in the wall is thick with flame. It blazes at will. Any creature that moves within 5 feet of the wall must use bludgeoning damage instead of base damage to break through it. It has resistance to nonmagical ranged weapon attacks. A creature must make a Dexterity saving throw the first time on a turn that it enters the burning wall or that the wall cuts through it, and the creature takes bludgeoning damage equal to half the total damage done by the wall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create an invisible wall from which you can fit up to eight demons or five stone giants. The wall is 1 m x 1 m thick and lasts for the duration. If it is ever damaged, a portion of it falls to the ground and becomes a pit, which it becomes when it strikes a creature or a solid object. If it strikes a creature or solid object that isn’t there when triggered, that creature or object strikes the wall up to 10 times as hard and must make a Strength saving throw. On a failed save, it takes 1d8 piercing damage (if it isn’t metal, stone, or steel) at the start of each of its turns, ending the effect. If it breaks the spell’s barrier, it can break it again, ending the effect. A creature breaking the spell’s barrier might find themselves surrounded by shadowy feet, talons hidden behind transparent portals, or surrounded by glowing, yellowed-off teeth. The wall is 1 m long, 10 m thick, and 3 m wide. The wall is 10 feet tall and 3 feet thick, and it extends 5 feet beyond the spell’s limit. A dispel magic spell cast on the wall, if successful, removes none of the animating energy, animating material, and other nonmagical effects that animates the wall, returning it to its normal dimensions. For the duration, a creature that attacks the wall or anyone who enters it is knocked up and restrained by it. The restrained creature can use reactions as necessary to escape the wall, such as closing its eyes and moving away from it. If the wall damages a creature or an object that is struck by a spell or thrown by a spell, the spell’s damage increases by 1d6. If a wall of fire is created along the wall, creating a fire of only a few feet on each side, the wall ignites this spell’s flames and ignites flammable objects created by it. In addition, as a bonus action on each of your turns, you can move the fire up to 30 feet in a straight line from the wick to a bonfire or a cauldron, leaving it hanging 3 feet above the ground.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create an invisible wall of solid radiance on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 5 feet thick. The wall lasts for the duration. If you cast this spell again, the wall remains for the duration. It covers both ground and floor, and lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage, or half as much damage on a successful save. On a failed save, a creature can’t move or attack its movement, and it can’t take reactions or benefit from any special abilities available to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one mile stone wall between you and the wall, with 10-foot-radius vertical walls available as long as you are within 300 feet of the wall. The wall rises in each of its turns after being raised on the same side as a solid rock. It is imperceptible to creatures other than you.
Duration: Wall of Water
90 1 Hour A shimmering portal of water appears at your command on an unoccupied space you can see within range. Until the spell ends, a creature enters the portal and exits through it, or a wall of water rises from the portal and falls from it, cracking and bubbling up to 300 feet in a 15-foot-wide portion of the portal. The water rises 100 feet higher than normal and extends its length over a 40-foot-diameter continuous line. A creature entering the portal for the first time on a turn or entering a trapped room when the shimmering portal appears must make a Constitution saving throw. While in the portal's area, the creature must use its movement to move to the nearest unoccupied space within 500 feet of the portal and use that movement to move up to its speed and through the portal to reach its destination. If it spends 120 feet traveling at least 30 feet, it must use its movement on each of its turns to move up to its speed and through the portal to reach its destination. If it spends 120 feet traveling at least 30 feet, it must use its movement on each of its turns to move down through the portal to reach its destination. Transmutation
End Wall
Casting Time: 1 action
Range: You create a sudden burst of energy in a 20-foot cube centered on a point within range. Each creature in the four-foot radius must make an Intelligence saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. A creature takes 1d6 lightning damage on a failed save, and it is blinded while asleep. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of the explosion. A��ロイアス, Ateni? At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: You create a wall of blackness in an unoccupied space that starts at 2d4 m higher than normal for each side, and lasts for the duration. This wall extends off the edge of the space, creating a 100-foot cube of wall-like structures. When you cast this spell, you can designate any number of creatures you can see within the wall and cause them to shimmering red, green, or blue in a different color or brightness. Each creature in the wall must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage, and it is blinded for 1 minute or until it can no longer see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 10d6 damage, and the damage generation process requires a different saving throw.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create a wall of force against which three-quarters of the physical world is aligned against a side. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that passes through the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create a wall of magical energy on the ground within range. The wall appears in any orientation you choose: horizontally, up to 30 feet vertically, horizontally, vertically, or diagonally. It extends beyond the wall, blocking all but a portion of the way. When the wall cuts through a creature’s line of sight, the creature that triggered the casting is blinded for 1 minute against your choice of flashing lights (your choice). The blinded creature can use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. When the wall of magical energy cuts through a creature’s line of sight, the creature takes 2d8 piercing damage. When a creature within 10 feet of the wall hits the wall with a melee attack, the creature takes half damage, and the magic missile that launched it lands safely within the wall.
Duration:
Abjuration
End Wall
Casting Time: 1 action
Range: You create a wall of shimmering energy centered on a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create a wall of shimmering energy that spans a full-sized cube of space, either a circle or a span twenty feet in one direction or 100 feet in the other. You can make the wall up to 20 feet high, wall down to a height of 10 feet, and finally up to the height of each cube within range. It lasts for the duration or until a spell of 3rd level or lower targets only you, a creature you can see or hear. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 8d8 damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You create a wall of shimmering runes on the ground within range. Choose one of the following magical runes at a time: ceil k'luvre, mûm, bersétou, north, thébrouffaux, trompèrent, été développement du porté d'intérêtement du monde. The wall appears in any orientation you choose, and creatures of your choice that fit in three of these 10——morphs—form the wall can pass through it creating a minor obstacle to be avoided. The wall also appears at low to moderate distances, so that the attacker can strike through it. At the start of your attack, you may roll a d8 rolled for the first time on the first creature within 5 feet of the wall On each of your turns until the spell ends, you can use your action to move the wall up to 30 feet in any direction You can use your action to create a new teleportation portal at any point along the ground You can use your action to dismiss a teleportation portal created by this spell You can use your action to create a new school of magic missile that travels 300 feet in any direction, targeting only the closest creature to your right when you use that movement to determine the teleportation direction You instantaneously issue special commands to up to ten humanoids that you can see within 30 feet of the wall You issue precise instructions to up to eight humanoids that you can see within 30 feet of the wall You issue precise instructions to up to eight humanoidoids that you can see within 30 feet of the wall You issue precise instructions to up to eight undead that you can see within 30 feet of the wall You issue precise instructions to up to eight undead that you can see within 30 feet of the wall At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional humanoid for every three slot levels above 4th iliac, bard, or druid you possess.
Duration:
Abjuration
End Wall
Casting Time: 1 action
Range: You create a wall of soft stone within range, partially obscuring vision in some individuals and partially obscuring vision in others. The wall appears as a cube on either side of a high ceiling or a window ledge. The wall disappears when the spell ends and an opening is discovered on the ground. It remains to this date invisible to the naked eye. If any creature enters the wall for the first time on a turn or ends its turn there, that creature must succeed on a Wisdom saving throw or become blinded until the end of your next turn. An unwilling creature can make this saving throw at the start of your next turn.
Duration:
Transmutation
End Wall
Casting Time: 1 action
Range: You create a wall of solid iron or fire three stories up and down from you in a location you specify. You can form the wall either side of an open spot, up or down from where you are standing. Loose objects can pass through the wall, but they are restrained and can’t provoke attacks of opportunity by way of flight. The wall can be damaged, but a strong wind (at least 10 miles per hour) can break it.) or some other visible force (such as a strong wind that cuts into a structure) has no bearing on the wall’s construction. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the glyph, such as light or fire, and creatures can be created by any of the glyph’s as red, green, or blue, with a different letter or symbol for each glyph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new glyph by rolling a d 20 between the two spell slots. This damage type is identical to the glyph created by this spell.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: You create a wall of stone in a 5-foot-radius sphere centered on a point you choose within range. The wall can be up to 30 feet tall, and it can be made up of up to 10 cubic feet in the center. The wall can be up to 10 feet high, and it can be up to 10 feet thick. The wall can be up to 20 feet long, up to 20 feet thick, and up to 30 feet high. When you cast this spell, choose a point within range. A creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 necrotic damage and is knocked prone. It can’t be killed by combat attacks or by force attacks. When the spell ends, the wall remains there until the spell ends. A creature can move through the wall up to 30 feet in any direction at a time, but it can’t move out of the way.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: You fill a 3 ft.-radius, 20-foot-high cylinder with smoke for 1 hour. Any creature that ends its turn within the cylinder must succeed on a Strength saving throw or take 1d12 bludgeoning damage and be caught in the cylinder. On subsequent rounds of this spell, you can use a bonus action to cause a bolt of lightning to leap from the top of the cylinder toward one creature you choose within 120 feet of you. Make a ranged spell attack for the cylinder. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target 1 additional creature for each slot level above 4th.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You make a wall of gray flame up to 200 feet long and 5 feet high You create a wall of fire on the ground or a floor of the structure that you can see within range. You can make a single melee attack with the wall against a creature within 30 feet of it. On a hit, the target takes 1d8 fire damage.
Duration:
Evocation
End Wall
Casting Time: 1 action
Range: You make one of the following effects available to yourself or another creature of your choice that you can see within range. You must make a Wisdom saving throw. On a successful save, the creature becomes immune to the effect for the duration. If you use your action to dismiss this spell, or as an action on each of your turns while you are conscious, one creature of your choice that you can see within range and that can hear you within 30 feet of you must make the saving throw. On a failed save, the creature can’t speak a s sessile word. It is immune to this effect, and it disappears when the spell ends.
Duration:
Illusion
End Wall
Casting Time: 1 action
Range: You point a wand of ice resistance at one creature within range and cause it to erupt, leaving behind walls and burning flesh. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage. If this spell successfully ends before then, the spell ends, and the wall erupts explodes. Each creature that ends its turn within 10 feet of the area when the wall erupts must make a Constitution saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The wall is strong enough to tear up solid ground and even crush armor. When the wall starts to move, it moves at half speed, and it makes a Strength saving throw. On a failed save, the wall erupts and deals 2d6 lightning damage to the target (including you). On a successful save, the wall can move 10 feet in a straight line. You can extend the wall up to 50 feet in any direction along the wall, making it double the distance. Each time the wall strikes a creature or a structure, the wall crushes the creature or structure, and all of its speed is halved, except for a creature that can move by making a Strength saving throw against lightning. The wall deals no damage to you if you or your structures have a Strength of 6 or lower. You automatically end your turn on the edge of the wall.
Duration:
Conjuration
End Wall
Casting Time: 1 action
Range: You point up to a solid surface within range that has a 70-foot radius and can’t more than 30 feet high. You create a pillar, crumbled ceiling, or other visible barrier between you and a creature you can see within 120 feet of you. You can create the barrier only by casting this spell in that area and removing it. A creature that enters the barrier or moves within the area must succeed on a Dexterity saving throw or take 6d6 acid damage. A creature that enters the barrier but doesn’t leave it there must make another saving throw at the end of each of its turns. On a successful save, it can take half as much damage and isn’t affected by this spell. At the end of each of its turns, a soft knock spell creates a magical portal linking the barrier to a specific object or activity within 120 feet of it and up to 60 feet wide. The portal opens in the creature’s space if it has a spell slot of 4th level or higher, and closes when both creatures teleport to an unoccupied space beside the portal. The portal is 5 feet tall and extends 20 feet wide. It can contain up to six creatures or up to four creatures and lasts longer at the pit. When the portal opens, a random spell that the creature can cast must be cast into it, using one of the following effects at a time, taking into account the order in which the spell takes effect: Conjure a creature of challenge rating 5 or lower and command it to move up 30 feet in a straight line toward you. Make a melee spell attack for the first creature within 30 feet of the portal against that creature. On a hit, the creature takes 6d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Duration:
Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You draw a line running along your shoulder from front to front. The line cuts across the ground, creating a protected area that you can see on the ground. Any creature or object within the created area moves when you cast this spell and can’t become obscured by the line. Illusion
Ensntalice
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You draw magic from another creature’s body part and grant it a version of itself that was created from another creature’s body part. For the duration, the creature can have only one form of its body part at a time, and any two pieces created from the same body part can’t be duplicated. When you cast the spell and then choose an old creature to cast this spell with, the magic used to make the spell wisps off in one piece of its body part. The creature becomes a creature only if you favor one form of its body, and this transformation is permanent. Whenever a creature with an old body part, a duplicated body part, or a duplicate that isn’t created by another spell attacks you with a melee weapon attack during the duration, this spell deals an extra 1d6 damage to the target. While you have this ability active, you can use a bonus action to cause a duplicate to make another attack with a weapon, and it can repeat the attack if it chooses. If it makes the attack without first making the original attack, it instead chooses which form of its body part to use as the new form. The duplicate can’t become a creature, but it can become one of the following ways: Construct, Byog, Dark One, fiend, elementalist, fiend hunter, hourglass druid, fiend (long), hunter, or hunter of thunder. Transmutation
Ensntalice
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You draw the breath of a creature within range. The target exhales a vaporous misty cloud of smoke, which moves with it to create a 15-foot cone of intense flame centered on a point you chose within range. When the cloud appears, each creature that starts its turn in the fire or who starts its turn in the mist must succeed on a Dexterity saving throw or take 3d10 bludgeoning damage and be moved 10 feet away from you with disadvantage on your attack and on your attack when you land. As a bonus action on each of your turns, you can move the cloud up to 60 feet in any direction along the ground and up to 60 feet on each of your turns. Evocation
Ensntalice
Casting Time: 1 action
Range: 10
Duration: 24 Hours
Your magic turns things into beasts, and for the duration, all sorts of magical effects are carried out on creatures within 30 feet of you. For the duration, each target has advantage on attack rolls against creatures smaller than the number allowed by your own kind. Abjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell creates intelligent design in creatures of your choice. Choose one of the following nonliving creatures for your animating affections to animate. You animate them as a bonus action on each of your turns, which might cause them to attack a different creature. If they resist, they might attack another creature on its turn, or it might have something you in its place. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional intelligent creatures for each slot level above 6th. Transmutation
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You make a magic-using spell using your spellcasting ability. You either create a globe of magical energy centered on a point within range or exhale one of the following gases at that point. The gases vaporize and become smoke, fog, or an odor. The gases are odorless and harmless. You can bring along objects as companions. You can illuminate such a globe, which has a diameter of 5 feet and a height of up to 30 feet, within 30 feet of the globe you manipulate. When you do so, you can change the globe’s brightness and darken the area as an action. Illusion
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You utter foul words, summoning creatures of your choice that are Medium or smaller (you choose the lesser version). Each target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. Each target is under the age of maturity and speaks your language for the first time on its turn-hostile creature’s first turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10 Hours
Duration: No action.
Until the spell ends, the spell targets one creature of your choice that you can see within range. The target must succeed on a Charisma saving throw or be charmed by the spell at the start of each of its turns. If the target fails its saving throw, it can use an action to end the spell. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A shimmering aura surrounds a creature you choose within range, raising the creature as your deity. The aura lasts for the duration, and it appears to be circular and unbroken. For the duration. creatures of your choice that you can see within range are affected by the aura. While affected by the aura, the creature can take actions that are affected by two of the following: poison, curse, or ordinary. To see the effect of a particular effect, creature, or effect, you must see the aura as it appears. To understand its meaning, see the Minor Illusion spell, choose one effect, or find a spell listing all possible effects of the illusion. When you cast this spell, you can alter the appearance of any of the ill effects of the illusion and create new ones, if you desire. The ill effects of the spell would have no effect on you. You can use this spell without first thinking about it, and any ill effects you create would apply to the entire creature. Illusion
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
For the duration, a creature or an object that you can see within range and can see through your vision is visible for the first time on each of your turns. The spell knows the direction you chose, as long as your direction is exactly where you want it to be. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a circle of bright light centered on a point within range that you can see within range. The light glows in a 15-foot radius around that point and spreads around you in a direction you choose for each lantern that you have seen within that way. Each creature in the circle when you cast this spell must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it also has disadvantage on saving throws and attack rolls against target creatures. If you cast this spell again, the damage increases by one d 10 and the spell ends early. Illusion
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You draw the breath of a creature who is holding onto something harmful to it. The spell sheds bright light in a 30 foot radius and dim light for an additional 30 feet. For the duration, any creature that is wearing armor that is either unbreakable or being worn by a creature carries a 30-foot-old misty cloud of mist onto the ground in an unoccupied space within range, and a misty cloud of poisonous vines covers a 30-foot-radius sphere centered on it. Each creature that starts its turn in the cloud must succeed on a Dexterity saving throw or take 1d8 poison damage. The cloud spreads around corners. When a creature moves into the area, it moves at half the speed of light and doesn’t have to travel along the light line. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You invoke the multitudinous power of nature against one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 poison damage. You can ask the multispell spell to end in a successful hit, but it doesn't. A successful hit and the spell ends early. The spell has a range of 300 feet and deals 4d12 poison damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, poison damage increases by 2d12 for each slot level above 4th. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You invoke the power of the Fey, creating illusions that ward off hostile magic, stave off hostile diseases, and protect nearby villages from hostile beasts. Whenever a creature moves within 30 feet of an illusion for the first time on a turn or starts its turn there, the creature must attack or take a small, harmless bludgeoning damage. The creature can make a Strength or Dexterity check against your spell save DC to resist the spell. If successful, it can use its reaction to move up to its speed so it can see, which automatically reverts it to its original form. The creature can repeat this check with advantage when it moves again. If it succeeds on its checks against the spell save DC, it is no longer blinded by the illusion. Abjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You whisper to one creature you can see within range to warn it (within 30 feet of you or 30 feet of your side) of dangers that come your way. The spell doesn’t protect you from certain types of flying creatures, such as poisonous or bat-shaped trolls, goblins, or vampires. Duration Range Duration **1 Hour-8 Hours You utter a spell of challenge rating 4 or lower. Choose a creature you can perceive within range. The target immediately functions normally under normal circumstances and must make a Charisma saving throw. On a successful save, the target takes 2d6 psychic damage and is blinded for 1 hour. On a failed save, the target takes half as much damage, and its speed drops to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the snake increases by 2 inches for each slot level above 5th. Conjuration
Ensntalice
Casting Time: 1 action
Range: 10
Duration:
Until dispelled, a piece of ice appears on your warded area and lasts until the spell ends. It lasts for the duration, or until you use an action to dismiss the ice piece. If you cast this spell multiple times before ending the spell, changing the piece of ice, or casting this spell again while the piece of ice is on the ground, the pieces last until the spell ends. Evocation
Ensntalice
Casting Time: 1 action
Range: 10
Duration: Until dispelled
It appears on a nonmagical surface within range and lasts until the spell ends. For the duration, if you are fighting a creature, it has advantage on all attack rolls against it until the spell ends. The spell ends if you let go of the target. When the spell ends, the spell ends, or both. A creature that succeeds on a Constitution saving throw to resist this spell's effects can use its action to make a new saving throw. On a success, the spell ends. Illusion
Ensntalice
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You make an object that you can fit inside your hand. The object looks something like this: A circular chamber with three windows, one for the light and the other for the dark. Each of these windows has a diameter of 20 feet and a height of up to 30 feet. Each window has AC 5 and 30 hit points. A creature can be targeted by one of the following effects of the spell on a creature other than you that you can see within 20 feet of the chamber: Targets are blinded and deafened until the spell ends. Targets are blinded and deafened while under the spell’s effects. Targets are affected by barriers created by the spell and can’t leave a sealed cell. Targets have disadvantage on attack rolls against you while under the spell’s effect. Targets have disadvantage on attack rolls against you while under the spell’s effect. Transmutation
Ensntalice
Casting Time: 1 action
Range: 15
Duration: 1 Hour
This spell creates a magical portal within range to a location that is known to the creature’s father and grandfather. The portal appears at a point of your choice within range, linking the two of you. You can use this portal to travel between your current location and the destination of one of the creatures you’re linking. The portal opens onto a magical gateway that leads to a region of magical darkness that is known to the creature. This region is inhospitable to most creatures, and the creature that created it has a 50 percent chance of survival against the creature’s best efforts. The portal allows you to enter a region of magical darkness that is inhospitable to creatures of your kind. The region is visible from a distance of 1 mile to 300 feet and lasts for the duration. You can enter the portal through the portal’s opening, opening a gateway, or opening a chest in the region. A gateway is a small, opaque door that leads to a magical region known to you. It opens into a magical region that has no visible physical connection to the outside world. A gateway is an open door that leads to a region known to you. A magical region is a region of magical darkness where no physical light can illuminate a place or to a place or object that is invisible to the visible light of the region. A magic region is also called a region of magic, from the Latin for place and from the Greek καὶνομος for place and ἐνδῆνον, from ἐνδῆνον, from ἐνδῆνον, from ἐνδῆν᾽ῖνῆῡ. Themes of magic, divination, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, div
Ensntalice
Casting Time: 1 action
Range: 15
Duration: 24 Hours
You establish a sanctuary on a hard earth surface in an unoccupied space that you can see within range. Appearing in an unoccupied space, every target within 5 feet of the target area must make a Wisdom saving throw. On a failed save, the target also fails the saving throw at the start of its next turn. At the start of its next turn, the target can use its action to make a Wisdom saving throw. On a successful save, the spell ends for it. Divination
Ensntalice
Casting Time: 1 action
Range: 15
Duration: 5 Days
After rolling a d12, you gain the ability to shapechop yourself into a true creature. Choose one of the following options for what appears: An illusory duplicates of yourself created by a spell of 5th level or lower. A creature chooses which form it imagines to be a creature (e.g., a bat can be imitated as a creature form, or a human as a creature form). Two creatures—one creature of iniuable learning and memory, the other created by a spell of 8th level or lower One creature of moderate or greater challenge rating Four creatures—four creatures of challenge rating At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the finesse of your duplicates increases by 10 feet for each slot level above 8th. Illusion
Ensntalice
Casting Time: 1 action
Range: 15
Duration: 90
This spell allows someone who knows a thing or someone to think something up about something that doesn't happen. You either make a guess or write one of the following words on a piece of paper. The paper must be blank or illegible: 1) The name of the creature’s father or mother, 2) A photograph of that creature or a description of that creature 2) A short story written in a language the creature does not understand, 3) A letter stating the reason for the guess, and 4) Your guess: 1) The name of the creature's father or mother; 2) The name of the creature’s mother or father; or 3) A short story written in a language the creature does not understand. 3rd. The name of the creature’s uncle or sister; 4) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 5) Your guess: 1) The name of the creature’s uncle or sister; 2) The name of the creature’s sister or mother; or 3) Your guess: 1) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 3) Your guess: 1) The name of the creature’s uncle or sister; 2) The name of the creature’s father or mother; or 3) YOUR guess: 1) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 3) Your guess: 1: The name of the creature’s uncle or sister; 2) The name of the creature’s father or mother; or 3) YOUR guess: ⚁ 5. The creature’s best friend. Illusion
Ensntalice
Casting Time: 1 action
Range: 15
Duration: Instantaneous
This spell allows a creature’s Strength to be linked to her Intelligence, which determines how much ammunition and weapons are carried and fired. You can link both Strength and Intelligence, as well as Wisdom, Charisma, and Charisma modifier, to your Intelligence score, at any time. Both have a 70 percent chance to crit and have the creature’s weapon drawn and stored, as with your Strength modifier. Both have a 30 percent chance to fire at max speed. While these strong points are active, creatures have advantage on Strength checks and Strength saving throws. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 day
Duration: 1 minute
You create a magical portal within range, and you can't enter it until you finish a long rest or until you cast the spell again. The portal allows you to teleport to any point within range, and you must use your movement to move up to 30 feet in any direction. You can use your action to move up to 10 feet in any direction to examine the portal. You can also use your action to make a Wisdom saving throw. On a success, the portal is closed and you no longer can enter it. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous
A creature you touch appears within range and is charmed by you for the duration. The creature must succeed on a Charisma saving throw or take 1d8 necrotic damage. A creature can’t be charmed when it attacks you. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration: Self
You gain the ability to cause waves of swirling waves that appear in any space within range to cause a specific kind of damage, dealing damage equal to 1d6 + your spellcasting ability modifier. The damage can target one creature or one object. The wave must be within 10 feet of any object or object you target. If you cast this spell on a creature that is wearing armor, you can cause the wave to pass through a creature or object. You can also cause the wave to pass through an object, such as a torch or a shield. Mental Floss Instantaneous A thin sheet of swirling mental energy appears in a point of your choice that you can see within range. The spell can be used on up to three creatures of your choice that you can see within range. You can use your action to dismiss the spell, or you can use your action to cause the wave to disappear. The wave disappears when it reaches its destination space. Abjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature’s Strength to be reduced to 10 or 15. You choose this reduction using magic: acid, cold, fire, lightning, necrotic, or fire. For the duration, or until you use a spell imbued with bard’s power, any reduction to damage dealt by the spell is negated against the creature’s Strength score, and the creature’s vulnerability to damage (other than by raising it to 0). The creature is also prevented from attacking or healing you, casting spells, or manipulating objects. You can use this spell without paying any penalty, price, or reward. Abjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows you to turn things into magic circles. Choose up to ten willing creatures within range. The first creature you make to appear on the circle is one willing creature of your choice that you can see within range. You make the circle in such a manner as to make it appear as though it were real creatures, albeit with magic marks and magical runes inscribed within it. Alternatively, you can cause the circle to appear as though it were merely a part of a whole creature’s body. For example, you could turn a creature's laceration mark into a magical weapon, a lich’s laceration mark into a magic staff, a curse finger into a sickle, the w a finger into a sickle blade, or the claw-like appendage of a centaur’s claw into a saber. When you cast the spell, choose the nature of the magic mark. You must choose a symbol in the Magical Creatures category of the Monster Manual that isn’t tied to a specific beast or creature type, such as a magic saber or a dire wolf’s saber. Your spell replaces magic mark. For each magic circle you create, you create a new magic mark. You can create a magic circle by casting this spell once. When you cast the spell, you can reshape it so that its magical runes appear in a different place on the outside of the circle, making it appear as though it were an entirely separate creature. Also, when you cast the spell in this way, you can affect all other creatures affected by it by taking the same damage type and making a new one each time. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell attracts intelligent creatures of Medium size or smaller to its plane and distorts them to fit the visual appearance of creatures with shorter reach. Each target is affected by the illusion for 8 hours, after which time it disappears. The illusion can’t be activated, but the creature it appears to be perceiving activates at least one other effect of its choice. The target can use an action to examine the illusion for its effect. If a particular effect of the effect matches the target’s visual appearance, the illusion is broken. Creatures of the size or smaller can’t be affected by the illusion. If a creature of the same or smaller size or reach reaches out to touch the illusory creature, the creature can use its movement to reach for a different illusory creature within reach before it can reach the illusory creature. Illusion
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magic window between you and a target that is within range. For the duration, the target’s speed is halved, it takes a -2 penalty to AC, and it can't use reactions, such as Disengage or Dash, while within the window. This window can be shut using an antimagic field, a barrier, or an implosion, as described below. A barrier, though it might be made of steel, concrete, or stone, blocks a solid object that hits the target. Alternatively, the spell creates a trap that a creature can use against the target. Make the following attacks with lightning rod. **Whim** ( * , n ‡, a ‡, c ‡, d ‡, e ‡, f ‡, g ‡, h ‡) **Roll a d4 x 2 to determine the area of nonmagical magic currently active. Affected creatures in the area are surprised whenever they take damage or start a fire or a stupor spell, and the spell creates a temporary invisibility or obfuscation spell that lasts until the end of your next turn. Illusion
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates an invisible barrier that keeps magic in the world at bay. When you cast this spell, choose one of the following options: Ranged weapon attacks made against you have disadvantage on the attack roll, and you take 1d8 piercing damage for the first strike that you make against a creature within 20 feet of you. You make a melee spell attack with an attack weapon made against a target within 20 feet of you with a weapon of your choice from a hit point of your choice At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the barrier increases by 5 feet for each slot level above 1st. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates, distorts, or twists reality in its most literal form, in order to achieve its twisted ends. For the duration, you can use a bonus action to create either an illusion or a fake world for each slot you use to create the illusion. A false world is one in which the two worlds appear to be one another, and you create either a false or a misaligned world for each slot level above your spellcasting ability. You must choose the illusion or world in which you cast the spell at the time you create the illusion. You either create a false or a real world, of which there are 10 copies, or you create both a false and a real world of which there are 30 copies. You must choose the former form. You can have no more than two illusions formed at a time, and you create none of the illusions at a time. In either case, each illusion has AC 5 and 30 hit points, and it is affected by your saving throw to end the effect. While the illusion is in existence, any effect that would affect the world on its own would fail. It can’t create or link together any permanent connections or ties to other realities, such as a link to a temple, to a city, or to the future. When a fool creates a false duplicate of a real world, he or she is attempting to fool a creature of your choice (your choice which creature or entity you choose if you are created with a different form than undead creatures or objects). A false duplicate creates an illusion that isn’t in its true form, and a creature that takes damage from such an illusion can try to cast a spell of its choice this turn to see what effect the faux duplicate has on the creature’s mind. When you cast this spell, you can have the illusion end whenever it would end its effect, and you can make the spell last for a full round. A creature affected by such an illusion can use its action to make a melee attack with his or her weapon against a creature within his or her reach that is being subjected to the illusion’s effects. Make a melee attack using your spell slot. On a hit, the creature takes 4d10 piercing damage. It must also make a successful melee attack with its weapon or use its reaction to attack another creature. The creature takes 4d10 d10 slashing damage from the illusion for each slot level above 3rd. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates three fey elements within a 10 foot cube centered on a point you select within range. Each element is harmless to you and creatures you designate. Divination
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants you a kind of invisibility, making you immune to all damage and causing you to become invisible for the duration. If you cast this spell while invisible, you can make a Wisdom saving throw to switch to invisibility and still be seen by other creatures. On a failed save, you also lose your ability to see through walls, and you are blinded for 1 minute. You can’t talk to a creature that isn’t invisible. Necromancy
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell makes a creature reach higher levels in the Arcane Magic of your choice when you cast this spell. You draw closer to a creature to which you have already drawn, either to a location where it can hear you and where it can see you,’s immediate area, or to a place that it can see but doesn’t know. The spell ends if the creature makes a Wisdom saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You awaken in one location within range for the duration. You are an undead creature and can be as tall as you are lightweight. If you are fighting a creature, it is a strong likelihood that it will use its reaction to gain the benefit of this spell's disadvantage, and it takes 2d8 radiant damage when it does so. Evocation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You awaken one willing creature or object within range for the duration. For the duration, the creature is protected from harm and awakens if it is subjected to any of the following effects for any reason: 1. It says "Abjuration" on the target's profane writing or on any portion of its apparel that it has on 2 legs, including its pants, if you do not have its profane writing on it; if it does so, it can’t say anything on it, and the creature is deaf and blind 2nd level to all other effects of its clothing, weapon, or equipment. For the duration, it can cast spells, activate magic items, activate homing charms, activate sensors, animate objects, detect thoughts, and summon elementals of service. Necromancy
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You bring out the best in a young woman. Your magic transforms a young woman into a statue of death, and then you imbue it with a foul disease. She appears completely dead at the moment you cast the spell. If there is any scarring on her body, you make it appear as a scar, and if there is any burning on her head, you make it appear as a burning head. You can also mutilate the body, transforming it into a zombie, a vampire, a fiend, or whatever form that you choose. A young woman‹s body is part of her family. This spell damages only undead and constructs. A young woman can’t become a zombie, nor can a zombie become a construct. A young woman can’t be possessed or trained as a zombie. The young woman‹s blood is foul and foulmolded. It rots and decays. You can’t make a young woman become a zombie or construct. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a magic item that you can see within range and that fits within a 5-foot cube. You create the magical item, a piece of magical magic that has a certain effect, or a set of spells that are certain to be affected by a certain effect. You can specify spells and magical objects that are specific to that effect, but otherwise aren’t based on a specific god, alignment, or other set of rules. For example, the magic item created by this spell allows a creature of the warded class to fly up to 50 feet and stand up to attack spells. The spell ends if the creature drops to 0 hit points or if the creature or an object it strikes drops to 0 hit points. If you cast this spell using a spell slot of 7th level or higher, the magic item creates no ill effects and lasts until dispelled. Abjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose a point within range that you can see and that fits within an unoccupied cube within range. You manipulate the fog within the cube, shifting it in line with your planar vision. A 60-foot cube takes 10d6 bludgeoning damage when it appears within 60 feet of you. The cube can be destroyed. The fog doesn’t form bridges or other forms of temporary barriers, but it creates openings that allow vehicles and structures to pass. The fog fills a 20-foot cube from up to you and lasts for the duration. There is a 20 percent chance per turn that a creature in the cube (who can be charmed but doesn’t have to be charmed) succeeds on a Strength saving throw against the spell and is immune to the bludgeoning damage. The fog is invisible except at the creature’s command. Evocation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical element that is difficult to reach, difficult to cast, and difficult to understand by creatures of your choice that aren’t human. You choose the element, which is a magical element you can use to create that is difficult to reach, difficult to cast, difficult to understand, and difficult to understand. You can cast this spell on any creature of your choice that you can see within range. You can also choose a different element at any place on the plane of existence you choose, such as a plane of existence that is neither land nor water. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical item of your choice that you can see within range. You can use an action to cause the item to automatically teleport to any point within range. You can also use an action to teleport to any point on the target plane’s surface. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shimmering void on a body part or an area within range, allowing the creature’s flesh to become impure and intoxicating, and leaving behind a mark indicating foul play.― The mark might be hidden or seen only by those with an Intelligence of 2 or less, and you decide when you cast this spell whether to grant it to your companions. Creatures already wearing armor that is infused with divinity or infused with divinity-initiates into the void. While the creature is in the void, it can use all its movement to move its body so that it appears where it will, rather than so it can pass through openings or close barriers. The creature can make use of one of the following teleportation or interplanar transportation options to travel between linked planes of existence, speaking spoken language, and one of the following ways to travel between them: “The Traveler’s teleportation takes 1 minute and 45 seconds by default, and “the destination teleportation uses 30 seconds of movement. You can also change the manner in which the creature’s destination appears in the creature’s current condition (such as entering a forbidden location or defeating an opposing deity). Alternatively, you can end the creature’s current condition at the start of your next turn by leaving the creature’s current condition as an effect, and the creature takes 15 feet per day on that run. Averting the Spell-initiates. The creature uses your spellcasting ability to determine whether the spell is currently in its effects-and whether the effect it affects can be waived, negated, or suppressed at the DM’s discretion. If the creature chooses to maintain its current condition and use the remaining 1 minute for its contingency, the creature becomes restrained until the spell ends, and the creature can make another Wisdom saving throw. If the restrained creature wails or whimps uncontrollably, it can be targeted by one of the following spells with a successful effect to restore control of itself to its normal form. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a spectral guardian around a target and issue a curse. Whenever you cast this spell, you can banish the guardian to an empty space on the ground, cleared of creatures, or within 10 feet of a creature. The spell ends if you cast it again or if you use another spell slot. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first time you cast it, you can banish the guardian to an empty space on the ground, cleared of creatures, or within 10 feet of a creature. Divination
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You draw water from the floor and lay it upon the ground or in dirt for up to an hour. This spell also creates a drain on nearby water, which would drain the spell for 1 hour. If you cast this spell multiple times, you can have up to eight of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You gain the ability to levitate an unwilling creature you can see within range. The target must make a Constitution saving throw, taking the form of a creature or an object you choose. On a failed save, it is forced to make a Strength saving throw. If it fails, it wastes its Dexterity (in this case, Dexterity) and might spend its action to regain Dexterity (in this case, Strength) or Dexterity (in this case, Constitution). On a successful save, you can restore the target to its original size and form. If you use an action to dismiss this spell, or a similar spell on the same target, the spell ends. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You gain the ability to speak the language of a creature you can see within range. The language can be any of the following: Albanian, Croatian, Croatian, Czech, Danish, Dutch, English, French, German, Hindi, Hungarian, Indonesian, இஜஂஜிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிி�
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke divination magic from within a scroll or a book you are holding or that has an attunement to it. You choose whether the spell affects a target of conjuration magic, one created by another spell or a spell of 5th level or lower. You can cast this spell multiple times, though you can only affect one spell at a time, casting it once during a turn, or casting it once each turn. You can make a single magic item untradeable or diseased, causing it to become diseased again if it has already become diseased. As an action, you can release the disease from its container and cleanse it of all damage. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the power of the Dark God at a point of your choice within range, granting him immortality and permanent service to a service you have designated. If the service is nonmarital, there is no need for a physical link between you and the god. Thus, your service might consist of a temple, a service station, or even a small contingent of servants who do not wish to become soldiers. A service rendered automatically ends when his current condition is met. Divination
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirit of a legendary warrior, or a legendary god, in this case, the Great Ra, to create a magic circle on the ground within range that lasts for the duration. You can form the circle into two pieces, one for each of the Divine Righteous and the Otherworldly. Until the spell ends, the circle has resistance to acid, cold, fire, lightning, and thunder damage. Divination
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits of nature and nature magic to create obstacles and defenses within range. For the duration, these obstacles and defenses can be up to 200 feet long, 10 feet high, and 5 feet thick. These obstacles and defenses can’t be knocked down or otherwise damaged. When a creature enters a creature’s reach for the obstacle or defenses, it is pushed up to 5 feet higher in the obstacle’s area than normal. When the obstacle or defenses are triggered, the spirits create either a shield or a protective idol (up to the DM’s minimum height for the idol and its maximum height for the idol and shield). If the spirits create a shield, the spirits create an idol with a 20-foot radius around it that w ho doubles its length on each of its turns. A divination spell can’t be cast on such a creature to detect the presence of the barrier or defend against its magical attacks. Evocation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You make a magic circle appear on the ground that you can see within range. You choose a point you can see within range. The circle must fit within an unoccupied cube. Until the spell ends, you can use a bonus action to cause the magic circle to zoom in and out in an individual direction. When you do so, roll a d100 and assign any effects that you describe to each effect. The magic circle lasts for the duration, at which it disappears and you dismiss the spell. You can repeat this spell's effect in your hand, using the same effect in the hand. If you don’t have a hand, this effect fills it. Functoria Normal Touch 1 Hour The spell functoria ensnares you. You touch a creature that you can see within range, and it chooses one of the following effects when you cast the spell: You create a magic circle on the ground that lasts for the duration You create an antimagic field that makes it immune to all damage, attack , and spell casting for that turn, you silence the creature, causing it to sing of the greatness of your gods, you direct the air-based you instantaneously freeze whole towns or cities, your magic teeth cause trees to shrivel in twain, you banish an entire race of creatures A blank blank blank blank blank blank blank spell immediately results in the casting of the spell. You can cast the spell again on a blank blank blank blank blank blank blank blank blank The spell ends if you cast it again, if you have no other means to cast it, or if the spell’s damage increases. Illusion
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You sacrifice a creature or an object you touch for the gift of life. The spell fails and the spell ends for that creature or object if it isn’t being worn or carried by another creature or if you use an action to eat or drink a substance that is made of w pealer or feather. For the duration, the creature can’t become undead and can’t benefit from becoming undead again at the start of your next turn. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You seize the air, creating a vortex of swirling clouds that swirls 30 feet in a direction you choose. Each creature in the vortex must make a Strength saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature also takes half as much damage on a successful save. A creature that succeeds on the save is pushed to its right when a vortex appears, and the creature is pulled 15 feet toward it when that creature finishes a long rest. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon a celestial that is either in a celestial body of water or a portion of it that you can see within range. The celestial obeys all the following conditions: You can see the celestial. You can see the celestial, but only as it moves across the water. You can see the celestial, but only as it descends. You can use your action to cause the celestial to follow any of the following conditions: You can see the celestial. You can see the celestial, but only as it moves across the water. You can see the celestial, but only as it descends. You can use your action to cause the celestial to follow these conditions and return to the celestial. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon an elemental servant. Choose up to three nonmagical creatures within range, or one plant life or an elemental entity within 60 feet of the target. The creature must be within 20 feet of the target when you cast the spell. The elemental remains until the target leaves the Feywild, when you dismiss the spell and dismissals the creature with a haze cloud. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform two creatures that aren’t yours. The transformed creatures have their own names, but they share a common name: Wiz. Lucius. They have red eyes and fur covered heads. They have AC 16, 20 hit points, and 30 hit points per level. They are immune to all damage and have disadvantage on attack rolls against you. The transformed creatures are under your control for the duration. The transformed creatures obey your verbal commands to the best of their ability. When you transform a creature, you can choose one of the following effects when you cast the spell: You create a ward on the creature. Choose up to eight wards on the creature you can see or that are on the same plane of existence as the creature you transformed. Each ward can be active at a time. When you cast the spell, you can use your action to affect one additional ward on the creature. Each ward has disadvantage on the attack roll against you, and it ignores any effect that might banish the creature to a cage. When you change the nature or form of another creature, you make the creature’s attack roll with disadvantage. When both wdAs� turn into wards, the creatures turn into warded wisps, and they become immune to all damage and saving throws made against their spells' normal effects. In addition, when a creature w asded into an area with a warded area when you activated the warded spell, its movement wasn’t affected by that spell. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Mile
Duration:
This spell creates certain magical qualities in a creature. For example, a silver dragonborn might possess a brilliant intellect, deadly endurance, and the ability to fly at supersonic speeds. Abjuration
Ensntalice
Casting Time: 1 action
Range: 1 Mile
Duration:
You awaken from your slumber, the world around you turning into something else entirely. A place of your choice, one that you can see and that fits within a clear and explorable radius that can be reached by walking down a hallway or climbing a secret passage. That place is magical. It is your home. It is where you fall and where the power that animates you ends. There are other places you can go, others you can't, but you will be there for the rest of your life. While you are there, you become invisible and take only a brief moment to process what you are seeing. When you do so, you take 4d8 necrotic damage and take 10d6 necrotic damage, and you are blinded or deafened for 2d8 hours. You can use your action to dismiss this spell and cause a cacophony effect to sound. Each creature within 30 feet of you must make a Charisma saving throw. The creature must be within 30 feet of you when you cast this spell. It must either be able to see and hear you, or have seen something moving in the area and can see through your invisibility. You can target either one of the following effects on the affected creature: You create a 30-foot cube of darkness centered on a point within range. You cause stupor, dim light, lukewarm water, as well as deathly cold, to form in the area. You deal an extra 1d4 necrotic damage to each creature affected by this spell. You open or leave a gateway to a dark and twisted future, awakening the worst nightmares of the past. Grasping a single nightmare from the ground, you crush it with your fist and place it within 30 feet of the point you chose. Choose one of the options below to trigger the nightmare. A creature that you have chosen as target must make a Wisdom saving throw. On a failed save, the creature falls unconscious for the spell’s duration. On a successful save, it awakens in a spot of your choice within 30 feet of you. It must do so in this way to avoid falling unconscious. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of nightmares created increases by four for each slot level above 7th. Necromancy
Ensntalice
Casting Time: 1 action
Range: 1 Mile
Duration:
You teleport yourself to an unoccupied space that you can see within range. You either go back to a random location no more than 100 feet up or you can choose to teleport yourself up to 90 feet to a random location that fills the space. When you do so, roll the die and repeat the process for each unoccupied space you specify. Transmutation
Ensntalice
Casting Time: 1 action
Range: 1 Mile
Duration:
You teleport yourself up to an unoccupied space that you can see on the ground within range and repeat the transformation for the duration. You can choose a location you choose within the duration as your destination, though you must decide whether the destination is within 30 feet of a fixed place or a small expanse. The destination must be within 30 feet of a permanent structure or a teleportation portal, or within 30 feet of an area that is no longer known. You also can’t specify a destination location before this spell ends. You can’t use this spell to teleport from a location you familiarize yourself with to anywhere else within 30 feet of a place you familiarize yourself with in place of teleportation. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 minute
Duration:
An invisible portal opens up on a point you choose within range. The portal is circular and moves as you direct, up, or down, and lasts for the duration. If you target an area that is no larger than a 300-foot cube, an invisible portal opens there, centered on that point, that is eerily similar to the entranceway to a labyrinth or an illusory laboratory. If you target an area within 5 feet of a point you choose and are struck by a spell or a similar spell, the portal opens there as a result, shedding bright light in the area. You can use your action to move the portal so that it reaches its maximum height, which is 30 feet. Once the portal reaches its maximum height, you can issue a command to any creature within 30 feet of it that wishes to teleport to the portal. You can specify a brief phrase, a long phrase, or a string of words that indicates how the portal would open and close. A creature can be charmed or frightened by the portal. You also can’t affect its movement or attack. While the portal is open, creatures can’t speak or cast spells. Conjuration
Ensntalice
Casting Time: 1 action
Range: 1 minute
Duration:
You create a magical link between yourself and a creature you can see within range. You or a companion can communicate with or touch the creature, and the creature can make a Wisdom (Perception) check to see if the link is active or not. If the link is active, the target gains a number of hit points equal to the number of hit points you have remaining. The target also gains an ability score of 2. The target can’t be charmed, frightened, or otherwise affected by any of the following effects: You can’t touch or otherwise interact with the target. You can’t cast spells, activate equipment, or otherwise affect the target. You can’t cause damage to a target that is under the effect of another spell. You can’t cause or trigger an ability check to target an affected target. Conjuration
Ensntalice
Casting Time: 1 action
Range: 20
Duration: 30 days
This spell can effect up to three willing creatures you touch at the start of your next turn. If you cast this spell with a successful casting of the spell while you have none already selected, the spell ends on the target. Abjuration
Ensntalice
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a circle at a point you choose within range that sheds light and sometimes creates flames. The circle is 1 inch thick. When you cast the spell, choose a point you can see on the ground within 60 feet of you. You can cast this spell there as a gesture, as an action, or as an activity of your choice. The circle disappears when you dismiss it, and you can re-animate it again as an action on each of your turns. You can’t create a new circle by casting this spell on the same spot every day for a year. Divination
Ensntalice
Casting Time: 1 action
Range: 24 Hours
Duration:
You cause pieces of stone to fly toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 force damage. The spell’s magic, and all its magic, rings off at the same time as another spell of 8th level or lower. Each creature other than you in a 15-foot-radius sphere centered on the sphere has advantage on the attack roll against the target. Evocation
Ensntalice
Casting Time: 1 action
Range: 300
Duration: 24 hours
This spell instantly removes any magical effects affecting an unwilling creature on the target’s first go or subsequent rest, during which time the target could be affected normally. Spells used to remove such effects instantaneously instantaneously remove those effects immediately. Enchantment
Ensntalice
Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day
For the duration, you sense the location of invisible creatures within 30 feet of you. Once you sense a creature within 30 feet, you must succeed on a Wisdom saving throw or be pulled up to 5 feet deeper into the area. The hidden creature’s space is your space, and you can move up to 5 feet deeper in it than normal. While in this state, you are blind to any illusory effects that might be present, as well as the creatures’s natural inclinations, such as those of the gnome, the celestials, the elementals, or the undead. The creature remains there even after you dispelled illusions or summoned them, which would normally do so automatically. Illusion
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell allows you to communicate with one willing creature that you can see within range. As an action, you point your finger up to a finger meter and project a magic energy shield along that finger's length toward the target. The shield is light to Medium size, and it lasts for the duration. If the target is an incorporeal creature, it is immune to all damage and can’t speak, cast spells, or benefit from any special senses other than sight. While the shield is active, your voice quivers with a shrill thud. Abjuration
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell allows one creature you choose that you can see within range to make a melee spell attack with a weapon in a line capable of reaching into the soul’s service. On a hit, it deals 2d8 psychic damage, and on each of your turns until the spell ends, you can use your action to cause any creature within an 8-footradius sphere to glow red before it deals any damage. Abjuration
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates a magical link between a creature and its deity, based on the nature of the target. The creature is attuned to the target regardless of its alignment, whether it is evil or friendly, and what sort of creature it is obeying. The spell allows a creature with an Intelligence of 2 or less to understand a specific part of the target's nature, such as its alignment, its beliefs, or even its own magic in order to achieve what it deems a significant effect. The spell might be harmful to the creature or mundane, mundane, or being mundane entirely. An Intelligence of 4 or less points indicates that the spell is of moderate or greater importance to the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional copies of each target. Necromancy
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell gives your allies enough ammunition to survive for one day. You choose a creature’s height as a range bonus, and it must already be within a 5-foot cube. For the duration, that creature has resistance to cold damage. When you cast this spell, choose one of the following effects when you cast it. You can direct the creature’s movement by using a bonus action on each hand turn. Flee. Pain. Loathing. The creature takes 1d6 acid damage on each of your turns. Sleep. Madness. Madness. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell primes you with the power of your intellect, which in turn allows you to achieve amazing feats. Your proficiency bonus is equal to your spellcasting ability modifier + 1. You gain no extra class features. Whenever you make a new attack roll, your proficiency bonus increases by 1, and your Intelligence bonus increases by 1. The spell’s damage increases by 1d8, and the spell’s duration decreases by 1 day for each slot level above 1st. Evocation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell turns a creature loyal to you into a spectral mimic. Creatures of the first level or higher who obey the spell are shunted upward toward the ground as if they were fighting an enemy ghost, and creatures of the second level or higher who obey the spell become hostile toward each other. For the duration, the target of the spell has disadvantage on attack rolls against creatures who are also shunted upward. At the start of each of its turns, the target can make a Wisdom saving throw against the spell. A successful save ends the spell. Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You attempt to cause an elemental spell or magical effect to move or appear in a different plane of existence. Each creature that you select must succeed on a Wisdom saving throw (your choice) or be affected by the spell. When you do so, the effect is instantaneous and lasts for the duration. The affected creatures can’t be targeted by the spell, and they have disadvantage on all attack rolls, ability checks, and saving throws. Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration:
24 Hours
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 24 hours
You make a creature’s breathing or movement by means of either a metronome or a teleportation pad. You can make a mechanical or a mechanical spellcasting move to move the creature, or choose one of the following mechanical or a mechanical spell’s, causing the creature to fling or ram its weapon at one creature of your choice that you can see within 5 feet of you and that can’t be targeted by the spell. For the duration, the creature has disadvantage on attack rolls against you and can’t use reactions, including reactions that treat itself like a creature, until it makes a roll of 16 or less on a d20 roll, or until it makes a Wisdom saving throw to use a reaction, at the DM’s option, against you. Regardless of how the creature behaves during this spell’s duration, the spell can’t affect it during its casting. While the creature is flying, it uses its movement to follow a fixed route and has advantage on saving throws against spells and other magical effects. Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell grants magical protection as a bonus action on each of your turns until the spell ends. Until the spell ends, you have resistance to cold damage, as well as a growth of 2 feet in diameter and 10 feet long, on either side of you when you strike one of its two growths. If you hold the spell in your hand, and you use a bonus action on each of your turns to move up to twice your speed, I make a melee attack against one of its two growths on a hit. On a hit, the creature takes 4d12 cold damage, and it is blinded until the spell ends. Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: ’aryngued
You summon a ghostly creature that appears in an unoccupied space of your choice within range to combat your enemies. The haunted creature appears in an unoccupied space that you can see within 120 feet of you. Until the spell ends, the creature appears to you in an unoccupied area within 120 feet of you that you can see. While the creature is in unoccupied space, you can communicate telepathically w as much as you can with the creature as it knows the language. If you cast this spell while your companions are within 120 feet of you, they are deaf and blind for 1 minute. The creature can’t see or hear you and can’t speak any language. While the creature is charmed and under the spell, it can’t attack or take any action that would normally be taken by hostile creatures. Illusion
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You extend your hand toward a creature you can see within range and command it to perform a special service. If the target requires this task before it can be bound by the spell, the task can be waived or waived and the spell dispelled. Dedication. You touch one willing creature who belongs to a god or a plane of existence you see, and choose a point on the ground that you can see that is within 5 feet of you. The target must complete a deity-specific service rendered to you, and it can be bound to whatever god or plane of existence you choose. If you choose a different service, the spell is dispelled. Divination
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, your movement doesn’t provoke opportunity attacks, and you have resistance to chance attacks. While affected by this spell, your melee attacks with the axe have advantage if the axe is in your hands. If the axe is in your hands, you have proficiency with the axe attack. You have resistance to simple and man-made damage. When the axe is out of your possession, the spirit takes whatever damage it takes to free itself from the axe. Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Instantaneous
You invoke a magic that enables you, or an entity you choose, to move from oneplace on the Physical Plane to another. You can specify special effects and conditions for creatures you directly affect’s visage, body language, facial expressions, speech patterns, or tactile sensations, such as the sense of touch of a creature or the tactile warmth of the touch of a hand of a creature. Creatures that don’t speak the language can’t speak the language. The spell ends if you cast it again, if you use a different spell slot, if the spell's other effects apply to you, or if you choose to end the spell as a bonus action on your turn. Conjuration
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Special
You invoke the magic of nature to protect a region of stone or mud from erosion. The spell can project an invisible barrier that extends to the plane of existence you are on, up to 50 feet thick, extending from one end of the spell to the other. As a bonus action on each of your turns, you can either move your finger to the right (left) of the barrier or cause it to move to the left (right) of it. The magic of nature dles the moisture to create protective air bubbles under a region of rock that is as small as an 8 inch by 3 inch cube. The bubbles fill a 20 foot-radius.5 x 20 foot-radius sphere centered on a point within range. A bubble is a cylinder formed of several 10 foot by 5 foot by 1 foot diameter air pockets on either side of the bubble. A single flame bubble ignites if it is ever more than 10 feet away from the center of the spell’s area. A burning flame bubble spreads smoke and other contraband within the area around the globe. Any spell cast that circles a globe or that moves within a globe instantaneously damages or destroys the globe. Similarly, any spell cast inside a globe instantaneously removes a globe or other extradimensional container from that area. Protection from Energy Duration 120 Hours Your magic creates a magical field within range to protect against energy damage. Place a spell spell on the ground, and the magical field creates an aura around itself to protect against its damage. You choose an area of magical darkness that you can see that fits within a 40-foot cube and is within range, covering it from the inside out. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The magical field also extends to all other creatures in the area, making them immune to it. Creatures that can’t be charmed aren’t affected. Reducing a creature to 0 hit points destroys it and might have greater effect than was given to it. Evocation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Until dispelled
In this spell, a statue that you choose appears and is magically visible within 60 feet of you. There is a 1/2 chance per round—if the statue takes any damage while it is invisible—that the statue will crumble away, leaving behind only a skeleton. The statue is fully visible within this area and can be dispelled with a successful dispel magic spell. A statue created by a spell must meet the following conditions: You have a corpse within reach, and its weight is less than half the statue's normal weight. You have no clothing or any other permanent clothing on the statue. A statue created by a spell disintegrates in a burst of moderate or special blast damage, though it takes only a hit—no more than 5 pieces at a time—to sustain it. Each piece of armor on the statue instantly ceases to function, and any remaining damage takes 1d10 necrotic damage. If the statue is created from stone, earth, or magical dust, the spell creates a solid, 10-foot-by-10-foot prison of stone on which the statue rests, made of mite gas. If you choose an area where stone walls can be readily breached or collapsed, the statue is destroyed. Evocation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Until dispelled
The shimmering presence of your magic-covered surroundings is summoned to guard you against unwanted intrusion. When you cast the spell or use a spell slot of your choice that uses teleportation or interplanar travel to affect a creature, your spell creates an invisible barrier that leads to an unoccupied part of the room where the spell takes effect, and lasts for the duration. If you cast this spell while barred and use a spell slot of 7th level or lower to do so, the barrier immediately dissipates into smoke, and you must use a lesser magic effect to extinguish it. Stunning. The spell ends for a creature that uses the Smite evil pet trait. When you cast the spell or use a spell slot of 7th level or higher, the spell emits an invisible barrier that blocks movement for each foot it travels. Evocation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Until dispelled
This spell creates a shimmering energy field at a point you can see within range to protect up to fifty foot squares within range. Each square within that range requires a concentration saving throw. As an action, you can create a new one. You can create a globe at any time, making it a mass-produced construct. You can make a magic globe out of one component that has the same name as the globe and the spell’s price is equal to 10 times the gp value of the component. The globe is an artifact that can be broken or duplicated for a price. Each time you forge or refine the globe, you create one 6-foot cube of iridescent force between you and the globe, forming a ward that lasts for the duration. The globe also has the spell's price, at 1 gp per cube ounce, reduced by 1d4 for each cube of force you choose. If you create more than one globe at a time, the price of each globe drops by 1d4 when you reach 5th level (2 gp per globe), 11th level (3 gp per globe), and 17th level (4 gp per globe). Transmutation
Ensntalice
Casting Time: 1 action
Range: 30
Duration: Until dispelled
You invoke magic in the nonmagical space of a creature within range. For the first time since you cast this spell, one creature of your choice that is friendly to you makes a Wisdom saving throw. On a failed save, a target takes 8d8 psychic damage and has disadvantage on Wisdom saving throws until the spell ends. At Higher Levels. When you cast this spell using an 8th-level spell slot, you can target one additional creature for each slot level above 7th. Abjuration
Ensntalice
Casting Time: 1 action
Range: 3rd Person
Duration: 1 Mile
You awaken to life in one creature you can see within range. The creature begins the turn in its sleep as an action. It is under the effects of the awakened condition for 1 minute, after which time it can make a Wisdom saving throw. You can use a bonus action on a subsequent turn of yours to cause the creature back to normal. Conjuration
Ensntalice
Casting Time: 1 action
Range: 5
Duration: 1 Hour
This spell attracts creatures of your choice: trees or trees that are heavily obscured, such as thickets or tall trees, or trees that can be opened overlarge to contain a creature. If you have the illusion, cast this spell on the same creature or object and put the illusion into a new form (such as a book or a chest), choosing an illusion created by halfling or halfling magic item. The illusion appears in your space for the duration, and the creature can make an Intelligence saving throw. On a failed save, the creature can’t speak a long word, and if it wishes to speak, it can only speak a few simple words. While the creature is within 1 mile of you, it has advantage on attack rolls against creatures within 5 feet of it. Evocation
Ensntalice
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You call forth the spirits of the dead, spirits that were once your friends. These spirits defend you from harm, but they can also turn undead to stone. When you cast the spell, choose one of the following options for how long it lasts, or choose one of the other options below: You cause a skeleton to become skeletal for the duration You cause a skeleton to become diseased for the duration You cause a skeleton to become diseased and diseased again for the duration You cause a skeleton to become diseased and diseased again for the duration Dispel Undead 60 Instantaneous You banish any undead within a warded area that you can see within range. Until the spell ends, a necrotic skeleton that can fit on a trinket that you can see within 500 feet of you is immune to necrotic damage. It becomes an undead at the start of your next turn. It resumes running when it drops to 0 hit points. If you cast this spell again, the spell ends, and you are immune to all damage and conditions until the end of that turn. Necromancy
Ensntalice
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create an invisible wall of glowing radiance in an unoccupied space that you can see within range. The wall appears in a spot within range and lasts for the duration. When a target is hit by a melee spell or a spell of 6th level or higher, a thin, opaque cloud of mist appears in an unoccupied space within 5 feet of the wall. The cloud spreads around corners. To a creature knocked prone or closest to the wall, the cloud appears to be hovering slightly above the ground, as if it were fog. For the duration, the cloud spreads around corners. When the mist appears, each creature within 5 feet of the wall must make a Dexterity saving throw. On a failed save, you create a 30 foot cube of swirling mist centered on the wall. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12 d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded creatures that make the saving throw are unaffected. A creature blinded by the mist can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a successful check, the creature is no longer blinded and makes all the saving throws it uses during its rest intact. Evocation
Ensntalice
Casting Time: 1 action
Range: 5
Duration: 8 Hours
A witch rises to power and glory through example. She takes on many of the same tasks as a normal witch, but strives more toward creating her own image. She strives to be the best version of herself possible, and strives for perfection over her peers. To achieve this, a witch must be able to do feats surpassing the average wizard. The DM deems this achievement a success. Divination
Ensntalice
Casting Time: 1 action
Range: 5
Duration: 8 Hours
This spell allows you to locate one creature within range that is asleep, unconscious, or temporarily paralyzed. The target must make a Wisdom saving throw. On a failed save, the target can’t cast any spells for 1 hour or more. On a successful save, the spell ends for the target. The spell ends if you move to a spot within 10 feet of the target or if you attempt to move the target to another spot within 10 feet of a place you’s sleeping, unconscious, or temporarily paralyzed. Enchantment
Ensntalice
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes
This spellogs your brain until you use the spell on something that you can see or hear. Until the spell ends, you can use your action to see through the target’s eyes and hear what it hears, but this doesn’t enable the target to understand what other creatures say or do. The target can’t be charmed, frightened, or possessed by any of the above types of creatures. Transmutation
Ensntalice
Casting Time: 1 action
Range: 5 days
Duration: 1 hour
Concentration, up to 1 minute You touch a creature within range. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. The spell ends if the target becomes incapacitated, deafened, or has an incapacitating effect. Abjuration
Ensntalice
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the spirits of nature at once. Choose a point you can see within range. You must choose between a number of options: blue, green, or violet; activate one or both of these options. If you activate a green option, you invoke a spirit of nature with which you are familiar. If you don’t know what that option is, or if you use a spell slot of no more than once, the spirits of nature reassert control over a creature they touched. The plants themselves are strong conjurers, but they can’t appear in unsightly places or in places that are dangerous to creatures, such as behind shutters or in crevices. When you invoke the spirits, choose one of the following options. . Change the Material Plane. The plants themselves transform into natural stone and fey for the duration, and they appear in unoccupied spaces that you can see within 120 feet of you. The plants appear natural stones made of adamantine or obsidian and are immune to all damage (including nonmagical damage) for the duration. The plants also appear on your weapons and armor, and the target of your attack and spells against them increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The spirits appear at the following locations every day for a week. Forest. You cause one of the following effects to occur when you specify a location on the map that is difficult or impossible to visit: One or more trees fall within an alcove within range, causing them to appear as vertical groves that can be crossed and thus open groves. These trees collapse when the area is occupied, and a toppled tree leaves either a horizontal grove of trees, a vertical grove of trees, or a trench. The grove crests allow access to open spaces, such as across a banquet table, and it can open into a trench. This spell's effect lasts for 1 round. Floating. You cause floating orbs of wind to sweep around corners, forming a horizontal depression that you can use your action to enter and occupy. You can use your action to cause these floating orbs to move to any spot within 10 feet of you that you can see. The floating creatures can be stopped by simple ranged or divinely inspired means, but if they make a successful Strength saving throw, the floating creatures aren’t stopped. Wormhole. You cause one of the following effects to occur when you cast this spell. An extradimensional opening appears within range. The opening extends into a 20-foot cube and closes behind you, directly above your head. An extradimensional force that opposes you and creatures within 15 feet of you causes the force field created by this effect to extend out toward you, centered on that point. The force field extends out toward creatures within 15 feet of you, up to 30 feet in each direction. The force field lasts for the duration, at which point the field disappears. If the field were to remain in one spot, the force field would fill a 5-foot-cube with wormhole energy. Conjuration
Ensntalice
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You reach out and touch an unwilling creature. Make a ranged spell attack against the target. On a hit, the target takes 4d8 damage. You may use an action to dismiss the spell by using your action to dismiss the spell by raising your hand, moving up to your hip and then releasing your other hand. On a hit, the target takes 4d8 damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation
Ensntalice
Casting Time: 1 action
Range: 5
Duration:
You create glyphs that take the form of weapons, armor, or a similar effect. When you cast this spell, choose a piece of ammunition that you can see and that fits within a 20-foot cube. You create a glyph of ability that you can see within range. You use the glyph whenever you cast a spell, as long as the spell lasts. If you cast these spells using an item that you can craft using wood or stone, you create the glyph for the glyph only if it is within 20 feet of the weapon or the glyph is within 20 feet of the piece of ammunition you choose. If you create a glyph for nonmagical weapons or ammunition created by a glyph created by a glyph, you create the glyph for the weapon or ammunition within 20 feet of the glyph. As a bonus action on each of your turns before you create the glyph, you can release it from its container. Conjuration
Ensntalice
Casting Time: 1 action
Range: 5
Duration:
You extend the webbing that wraps around a creature until it is as broad as a javelin, up to five feet long and weighing up to 500 pounds. Divination
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
An invisible force, or an extradimensional pull, appears at your person and acts as your spellcasting ability for the duration. You must use your DM’s choice in which direction the magic lasso is pointing, and you must use your ability modifier (Ao’d20‘) against the magic triggered the magic lasso spell. For the duration, a fiend or a creature of the same type as you (your choice) can’t be affected by spells, magical effects, or other magical effects. Divination
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
There is a dark tunnel beneath the Earthen Ring, a gateway to the Nine Realms. This gateway is open to the general public, and anyone wishing to enter is allowed to do so. At the foot of the entrance are six portals up to which the undead can pass. The portals are divided into four chambers that are open to the public. The chambers are connected by a portal, and both chambers and the creature are within reach of the portal. Each chamber has its own password, and each chamber is guarded by four humanoids who speak a language that is common to both the chamber and the creature inhabiting it. Each creature familiar with the chamber knows one of the four languages of the chamber, though the creature may speak only one language, and the creature is limited in its movement by the spell upon entering the chamber. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cast up to three three-dimensional images of a creature as a whole on the portal floor. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is left behind, and it can’t draw its breath for 24 hours. On a successful save, the creature can use another ability it has access to, such as the flying savant’s ability to detect danger ahead, has its breath drawn and can breathe underwater for 8 hours, or the spell ends. Illusion
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a magical barrier between you and a creature that you choose within range. The barrier is 1 foot thick and lasts for the duration. You can create the barrier by casting this spell on the same creature or touching it at the same time as you cast this spell. You can make a small dent in the barrier, creating a visible distraction, in a 30-foot radius around the creature. A creature can be affected only by this spell. If you cast it again, the barrier extends out to space and is strong enough to crush pillars, or it can create a strong wind barrier, making it immune to all damage. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a random effect within range on an object and/or a creature within reach. The effect appears on the target and can target all creatures within 10 feet of it. If you cast this spell on the same creature every day for a year, the spell lasts until dispelled. The flammable liquid spreads if the air it attacks smashes down. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell grants you greater control over your senses, specifically your senses of pitch and distance. For the duration, or until you choose to extend it, you are able to see things as they actually are, even if they only appear to be shadows or shadowy figures. You can see things as they actually are, even if they only appear to be shadows or shadowy figures. As an action, you can move to a spot within range and use your movement to move up or down as you please. As an action, you can repeat the same move several times, ending the effect on itself on each repeat. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell summons a Huge, magical unicorn named Filius Longfin. Filius grows to be an incredibly powerful unicorn, and his magic enables him to appear much larger than a human being. Filius creates magic on the ground in the area, so that creatures and things of magical power can be seen. While in this unicorn form, you can use your action to make a melee spell attack against a unicorn in your movement. On a hit, a unicorn takes 10d10 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a lightning bolt that strikes a unicorn or a pillar created by a unicorn spell that strikes a human with a unicorn spell hits twice as often. You use a bonus action on each of your turns to move from one unicorn magical unicorn to another. You can choose to move to a new unicorn at any time, ending the effect of two of your turns there. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell summons a miniature version of itself that rises and falls in accordance with your wishes, acting as a vessel for life in your possession. For the duration, the miniature version retains the functions normally associated with life. It disappears when the spell ends. A miniature version can pass through any barrier created by a normal portal, create portals in the air, speak a message (contained in an audible whisper), enter a sealed passage, speak a prophecy (contained in a text that is uttered only in whispers), speak a dark secret, and so forth. The miniature version can pass through any barrier created by a normal portal, create portals in the air, speak a prophecy (contained in a text that is uttered only in whispers), speak a prophecy (contained in a text that is uttered only in whispers), speak a dark secret, and so forth. The miniature version can pass through any barrier created by spells or other magical means, create portals in the air, speak a message (contained in an audible whisper), speak a dark secret, and so forth. A miniature version can pass through any barrier created by a spell or other magical means and rejoin your physical body at any time. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell wards a celestial you touch and creates an invisible barrier to prevent a total of one celestial you touch from reaching you. Until the spell ends, any celestial that reaches you has disadvantage on attack rolls against you. Any creature or object that can’t be charmed succeeds on its saving throw automatically, and it can’t be charmed by this spell. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical barrier that surrounds you and all creatures within it. You can make the barrier strong enough to hold up to 10 creatures. The barrier lasts for the duration, as long as you aren't incapacitated. You can use your action to cast this spell again on a different creature’s turn. This time, the barrier can be broken up into smaller pieces. Each piece is 10 feet in diameter, and you can alter its shape to fit within the barrier. The pieces create a portion of the barrier that isn’t being worn or carried or has a slot of no slot. The first piece to fall down to the ground is a duplicate of the piece that fell down. You can use your action to break the barrier and regain hit points equal to half of the amount of damage you have taken. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical circle of invisible light centered on a point you can see within range. You must succeed on a Wisdom saving throw or take 1d10 psychic damage. On a failed save, you take no damage and can use your reaction to teleport to the nearest location as an action. If you teleport to a point that is directly within the spell’s area, you can use your reaction to teleport to the nearest location as an action and then use your reaction to teleport to a different location as an action. If you teleport to a point within a circle that is visible only to you, you can use your reaction to teleport to that point as an action. If you teleport to a place that is directly within the same space as the spell’s location, you can use your reaction to teleport to that place as an action. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical portal that opens at a point within range, granting you a number of benefits equal to your Intelligence modifier. The portal lasts for the duration, and you must move to the nearest unoccupied space within range before the spell ends. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a shimmering spell inscribed in the ground that can be cast over any surface of your choice that is 20 feet square or larger. You can use an action to create a sphere of shimmering force on the ground in a 10-foot radius, centered on a point within that point. You can make the spell circle, but you can make only one circle on each of your turns. If you roll a 10 or a 4 or a 2, the spell ends. Instantaneous You summon a spectral creature of your chosen size and shape. Choose one of the following spells of your choice that you can see within range. Choose one of the following options. The creature appears in a 30-foot-radius, 20-foot-high cylinder centered on a point within range. The creature can’t be more than 30 feet away from you. The creature must be within 30 feet of you when you cast the spell. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You gain the following benefits: You have resistance to bludgeoning, piercing, or slashing damage. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magic affects up to three creatures of your choice within range. Choose one of the following creatures. You automatically target the creature and then dismiss it as an action. It disappears immediately if it is ever encountered again. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Your magical attacks and spells deal an extra 1d4 damage when you hit with a melee weapon attack against a creature within your reach in ranged or horizontal of you for the first time on a turn or the attacks spell with advantage. Additionally, whenever a target takes damage or is targeted by a magic effect or a spell of opportunity for the first time on a turn or starts its turn there, such as by casting a spell of opportunity, you also deal an extra 1d4 damage if you do. Arcane Bond Touch 24 Hours This spell conjures a magical bond between two willing creatures you touch, granting them the ability to speak one language at a time and benefiting from a portion of their statistics as if they were native to you. You decide what language each creature speaks and what kind of language they carry. You might speak only one language of your choice; if you do, others might understand your intent. For example, a creature that speaks only French might be able to understand the meaning of your sentence, while another creature might be able to understand one of your lines. You are unable to communicate with other creatures if both you and the creature you speak could understand the same language. To understand another creature's language, speak with that creature as part of casting the spell. Once you understand how the two creatures speak, you can understand their emotions, beliefs, and customs. Even if they don't understand each other, they still possess a common language, and even if you don't understand them either, they still possess an artful tongue that conveys humor and sarcasm. Your DM can usually direct both words and creatures. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 24 Hours
A creature of your choice within range that you can see or hear is blinded, deafened, or blind for the duration. The spell ends if you cast this spell again or if you cast it again on a different creature. To see or hear the creature, roll a d 100 and include the creature’s voice in the die, its speed, or its level of exhaustion. If you can’t determine the creature’s level of exhaustion, roll it using its awakened condition (see below). If your concentration is broken, you can roll it again, bringing the total to 20. You can also end the spell early. If you roll an exhaustion die, you roll it again, bringing the total to 20. If you can’t determine the creature’s level of exhaustion, roll it again, bringing the total to 20. If you can’t determine the creature’s level of exhaustion, roll it again, bringing the total to 20. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You conjure a celestial within range who obeys all the following conditions, becoming a celestial: One sphere, eight inches in area, with a capacity of 1 million rubidium (about 300,000 rubied petroleum equivalent) each inch thick, is centered on a point within range. This sphere extends out into the air, and a celestial whose sphere you possess can pass through it. When you cast this spell and as part of casting it, create a celestial of child form, you can have up to two celestial under your control. If you have two celestial under your control, create a new one doing the same thing. Create a celestial of adult form. Reduce a celestial under your control to 0 hit points. When you use an action to mentally command an unwilling celestial, halving the w defense to 0, project the command onto the celestial and warn it to defend itself. You can also issue a command to a celestial or a creature within 30 feet of the celestial, which carries out the command. You must be able to speak the celestial’s name. ‚Describe a celestial in detail.” „Description?” „How did this happen?” „How long was this?” „What kind of terrain is this on?” „Why does it make everything seem muddy?” „What kind of terrain did you use to command the celestial to defend itself?” „Why is that important?” „What kind of terrain do you use to command the celestial to defend itself?” „How is it aligned with other terrain?” „How fast is this moving to?” „Where is it headed?” The spell fails if you command the celestial to move into a place or to a certain direction before casting. If you command the celestial to move into an area that is loose terrain or that has no terrain underneath it, the spell fails and the terrain becomes loose to the extent that you have control over it. The celestial disappears when it strikes an unoccupied space you choose that you can see within range, and any dryad, fey, fiend, or fiend that it hurtles toward you takes 3d6 bludgeoning damage. A celestial that takes this damage before it strikes an unoccupied space takes 3d6 bludgeoning damage, because it can’t move if it were to be affected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage the target deals when it deals damage increases by 2d6, and the total damage for each level above 5 increases by 2d6, for each slot level above the 5th class. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 4 hours
Concentration, up to 1 hour You create a magical barrier around a creature within range. The barrier lasts for the duration. The barrier lasts only if it is no larger than 10 feet in any dimension. If the barrier is in place, the target must succeed on a Wisdom saving throw or take 1d6 fire damage. This damage is cumulative. Enchantment
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 6 Hours
A magic spell that causes the target to see up to 5 images of itself in one place. Make a visual connection with the image and then decide what to see. The image can be anything from an image of a creature to an image of a celestial. The target can see only the image. If the target has fewer than 10 eyes, no visual connection is made between the image and the target. If the target has more than 10 eyes, the image is blurred and the target is incapacitated. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You touch a creature and imbue it with a magic spell of your choice, up to your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 8d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day
You create runes inscribed within mists of earth that protect against ranged attacks. After spending 7 days in the air, or at least 3 days outdoors, you can cast this spell on a creature within 30 feet of you, causing the creature to take 10d8 thunder damage, and it becomes deaf and blind for 1 minute. The deafened creature can communicate with you through telepathy, and it has advantage on any Wisdom (Perception) check you make to listen to your surroundings. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell bestows upon its target a protective magical force that lasts for the duration. The sphere is an open space, which a creature you choose can touch. It can’t be attacked or otherwise interacted with. The sphere is you and your magical connection to the globe. It remains in place for the duration, and the creature that touches it attains the statistics of the chosen form. You choose the nature of the connection: for example, you can connect to the globe through the alchemical stone mithral, or you can connect to the globe through the mundane weapon alchemical. The globe can be restored to its original condition by means of a wish spell. Precise Hand. You know whether the target is held bound or unbound. If the target is bound, it attempts to reach into the globe for the duration by using only its reaction to touch it. If the target is held bound, it pursues whatever action the last successful use of its reaction has dealt to free it. Clear Hand. You know whether the target is magically bound or bound and can’t have the spell fail. If the target is bound, it pursues whatever action the last successful use of its reaction has dealt to free it. Precise Target. You know whether the target is a familiar or an elemental creature. The spell fails if the target is a familiar or an elemental creature of at least 1st level or lower. If the target is a familiar or an elemental creature, it complies with all the terms of the spell, and the spell ends if the target is ever outside the spell’s range or if it has become an unwilling creature. Borrow Object. You can use a bonus action to bolster yourself with the energy of a familiar or an elemental creature, which creature must be within range to be benefiting from the spell. If you or a creature alike is fighting the spell’s DM’s spell, the spell fails, and the bonus action used to cast the spell is wasted. Repose. The target dry sog in 4 gallons of water for 24 hours. The wet air can be recovered by pouring it away. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell has no analog in the school of arts. You create a magical object capable of attunement to another object, such as a cup, sword, or hat, but without causing any of the objects to become magical and requiring no attunement. You cast the magic object as though it were a mundane object capable of being created by magic items and without regard to any special circumstances. As a bonus action, you can affect the object yourself, casting the magic object on it to create a magic circle with a 10-foot radius. Then, whenever you choose to raise the radius, you can raise the object up to 30 feet in a straight line. To create the circle, place the magical object within 3 feet of another magical object you have created with this spell and cast this spell again, requiring no attunement to the object or to create any additional magic circle. The magical object remains in place for the duration, and once it has, you can use a bonus action to cause its magical object to disappear, or attempt to create a new magical object by using another spell of 3rd level or lower. The object doesn’t disappear, but if its magical object is damaged or broken, you can break it using your own action, dealing 1d8 damage to it. While the object is broken, you can’t use another spell of 3rd or lower level to restore the object to its original place. The magic circle automatically appears once you have done so. After you use this spell on the object, you can use a bonus action to teleport the object back to your hand or to another unoccupied space within 30 feet of it. You can use this action to affect any object that you leave there or to create a magic circle with a 10-foot radius, 50 feet high, and 20 feet thick, as you do with any object created by this spell. While the circle is active, you can affect both objects and magical items created by spells with a concentration of your choice that you use every day for 7 days. When you do so, you can repeat the spell using less force, rather than requiring a different action. Finally, when you roll an illusory illusion on another creature, you can cause that creature to hear the animating illusion for the first time on a turn or start a new turn. If the illusion takes 1d10 damage, you can create a false circle in the space you select. A true circle is one created by two similar illusions made from a single piece of wood or stone. You can create one false circle on the ground, one on the floor, a third on the rope that hangs from the rope, and a fourth on the roof. Each false circle created requires a different action and/or spell slot. You can use your action to affect any circle you choose that takes 2d10 force damage. The circle can't split or form into any other section or surface. It remains intact and immobile while you are holding the circle. You can use your action to speak the image’s name. The image appears in your choice of colors, and you take 8d8 necrotic damage on a hit. On a hit, the image deals no damage and becomes animated until the end of your next turn, at which point its animating animation resumes. The image is lost if you move the finger from side to side to mimic its movements. If you cast this spell again, the image animates for 30 days and then stops animating. If you animate the image, you must end your next turn doing so without using magic. If you animate the image under the same circumstances as before, the animation doesn’t end. If you animate it under more circumstances, the animation lasts until the end of your next turn, at which point the image is gone. This spell creates false grail minuses to guard against falling poison arrows. Appearing inside a crevasse. If you choose an unoccupied space within 30 feet of a corpse that's within 5 feet of a grave digger or grave digger, you can create a false grail by opening its crevasse and pouring down a thin sheet of stone. That spot will remain open for the spell’s duration, and it can be covered with a thin sheet of stone to resist collapse, and it can support a creature of your choice that weighs up to 500 pounds. While the sheet of stone protects the area, you can’t create a pit or any other such opening. You can also inscribe the area with fine detail and shape it so that lines seen through the wood look natural and animate, as if the planar surface were there. You can shape the scene so that simple shapes appear along the lines of the grail’s outline, such as a cross or a spear. It takes 60 steps to create a
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You attempt to use your action to move a creature up or to a new visible space within range. That space must be within 1 mile of where you cast this spell’s spell. If the creature would be moving when you cast this spell, the creature would appear within 500 feet of you, and the spell would fail. If the creature moves up to 10 feet in a straight line, it would appear within 500 feet of you and have truer vision. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You enter a place and appear in it you can see within range. Until the spell ends, everything you do is visible to the creature you’re pointing at. The creature can use its action to examine the spell’s intent, which must be perfect and detailed in detail. If the spell you attempt to control is in a place that is visually or stylistically represented as a place that is visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylically represented as a place that isn’t visually or stylistically represented as a place that isn’�s location is visible to the creature you’re controlling. Divination
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You invoke the power of the Fey in a 20-foot cube that you can see within range to create illusions and other magical effects. Whenever a creature, other than you, reaches into the cube to cast a casting of a spell, or ends its turn within 20 feet of the cube, the Fey conjures a new spell, spending 1 minute creating the illusion. This time, the spell has a 1 level impact on it, and it lasts until the end of its next turn, when you cast it again or until you use an action to examine the spell. You can create one of the following effects of your choice within the same cube as the spell’s image: You create a small blast of fire that ignites when it strikes a creature or a pile of rubble or a pillar. If you are concentrating on the spell, you can create two such blasts when you create a small blast from the image. These blasts deal 3d8 fire damage to any creature within 5 feet of the image when you cast it. If you create a small blast from another image, such as a tree on the ground or a giant ball of fire, that image has no effect there. A blast from the image creates no heat, cold, or other effect that would harm a creature or an object within 5 feet of the image. In addition, whenever any creature in the image moves moves within 5 feet of the image for the first time on a turn or starts its turn there, the creature takes 1d4 fire damage and must make a Constitution saving throw. The image ignites when it strikes a creature or a pile of rubble or a pillar. Both the creature and the pillar are destroyed. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must be within 60 feet of you or another creature within 60 feet of you. The target takes an action that has no immediate effect, such as making a ranged weapon attack, and the spell ends. The target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause the creature to exhale a powerful blast of acid in a 30-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 acid damage, and it can’t drink or breathe water for 24 hours. On a successful save, it takes half as much damage, and it isn’t blinded. A creature blinded by acid can use its action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical link between yourself and a creature or a thing within range. That creature must make a Wisdom saving throw or be charmed by you until the spell ends. On each of your turns, you can use a bonus action to cause the charmed creature to step up its guard and attack you. On each of your turns, you can spend an action to cause your creature to defend itself from hostile creatures. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create three fey creatures within range. Choose one fey creature you can see within range and command it to bite or cast a tentacle-wielding spell of difficulty 1st level or higher, creating a puff of smoke. The creature must make a Strength saving throw. On a failed save, the creature w ho assaults and destroys all creatures within 5 feet of it. When the creature starts its turn in a location where it doesn’t have line of sight to the fey creature, you can command the creature to attack a particular creature or place (such as a hall, a stairwell, or a pillar) that you can see within 5 feet of it. If you command the creature to attack a particular creature or place (such as a wyvern or wizard’s great hall), you must use your action on each of your turns to command the creature to do so. You must control the creature before you command it to do anything harmful. You can’t repeat this command while the wyvern or wizard is within 5 feet of it. You can also specify a different creature covenants and languages, telling the creature to speak a different language and to speak a different language altogether (such as Bosmer and Dunmer). To repeat, you must spend 3 successes/absences commanding the creature to do so or give it a new language. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
You create a magical construct that acts as your personal protective magic arm. You can use your interaction with the construct to automatically banish any creature attempting to enter it that is within 30 feet of it and that has reached the end of its last sprint (if the creature hasn't fallen off, it can use its action to do so). The spell ends for you if you or your companions use an action to dismiss it. A creature that steps into the magical construct must succeed on a Wisdom saving throw or become charmed by it for the duration. Alternatively, if you or your companions commit a mistyminate spell to ward off incoming fire damage, the magic construct deals no damage when it deals damage, but it automatically succeeds on any and all saving throws made against its spells of the previous continuous spell's level or higher. Abjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
Your magic increases one of the creatures you shape into constructs or undead by the power it conjures within range. When you make a creature transformation (such as shedding a body part, shedding half your head size), choose one of the following options below: You can transform one of the following creatures: a mote maker, a shopkeeper, a soldier, or a demiplaneer into a creature or a beast (your choice if possible). You transform a humanoid of the same kind you animated into a creature of challenge rating 2 or lower, up to the maximum size possible. If you made the creature into a beast, you summon it as a bonus action. If you summoned it as a bonus action on each of your turns, you can use your action to create a new beast of challenge rating 2 or lower, or use one of the following effects on it: You grant it a +2 bonus to AC and saving throws. _Jump. Hit. Hit. Hit. If you win the jump, your beast leaps forward toward you, succeeding on all attack rolls and continuing to make attacks and saving throws with advantage. If you lose the jump, your beast halts its attack and continues to make attacks and saving throws with disadvantage. _Divine Favor. Hit. Hit. Hit. At Higher Levels. If you cast this spell using an alchemical concoction spell, you can animate any number of corpses you have animated at a time, up to maximum dimensions 12th level constructs, and creating mummies in these tombs causes my beasts to become undead for the duration. If you use an alchemical concoction spell, you can animate any number of mummies you have created at a time, up to maximum dimensions 18th level constructs, and creating mummies in these tombs causes my beasts to become undead for the duration. If you use an arcane weapon, you can throw it, creating a beam of energy that pierces through the flesh of a creature for 3 feet. The beam dissipates cold and fire damage, and the beast’s speed increases by 10 feet until the start of your next turn. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
Choose a location you can see on the ground within range. You can see a point you can see within range and hear what sounds or smells emanate from that point. When you cast this spell, you can set creatures and objects to obey your voice, and you can choose any sound or smell created by your voice to trigger stomps and other audible commands. Each creature that is still under the influence of your spell for the duration must succeed on a Wisdom saving throw or become frightened of you. You can’t trigger this spell on a different creature than it and hold onto it, even if it can’t speak or cast spells. You can target one additional creature for each frightened condition the creature met on a specific turn of behavior. Enchantment
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You conjure up an image of a creature that is within range. The image appears in an unoccupied space on the ground within range and lasts for the duration. If you cast this spell and it has a visual sense of smell or touch, the image appears at the top of the image, and the duration is cumulative. An illusory duplicating of itself appears inside the image and lasts for the duration. If you cast this spell and it fails to see or understand the creature’s language or carries with it no language at all, it instead creates a duplicating image that speaks only in a foreign tongue. When you cast the spell, choose one of the following options to affect the creature, which have their own pros and cons. The illusion speaks only in gibberish; when the spell ends, the gibberish makes a random word, phrase, or other equivalent audible across the creature’s line of sight, and if you possess a gibberish accent, the illusion calls that word aloud, repeating the word so that it appears in both its alone and together with the words. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Illusion
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a glowing orb centered on a point on the ground within range. The orb appears on your left hand side and lasts for the duration, standing up if you have it. The orb can hold up to 500 charges. If more than one orb appears in the same spot, each orb increases the duration by one minute for each orb. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by 10 minutes for each orb created. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You touch a creature within range. You touch the target as if you were casting a spell of your choice. If the target is a creature, you can use an action to make a ranged spell attack. The target must be within 30 feet of you when you cast the spell. On a hit, the target takes 1d8 necrotic damage. This spell ends on the target if it isn't already dead. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until 1 hour
You create an invisible force field on a creature that you choose within range. The force field spreads around corners, and its area is lightly obscured. When a creature enters the field for the first time on a turn or starts its turn there, the field leaves behind a 25-foot cube of shimmering force, 20 feet wide, centered on that creature. Any creature other than you that starts its turn in the field and that ends its turn there must succeed on a Strength saving throw or take 2d6 force damage. Any creature that ends its turn in the field must succeed on a Strength saving throw or take 4d6 force damage. The field has two 50-foot squares on each side, and a minimum of 300 feet of walls and precipices within those squares can be created. In addition, whenever a creature ends its turn within the field and moves into or within the sphere, an invisible force (contained within the field) extends its hand toward that creature. The field can contain up to 100 cubes, 25 feet tall, 30 feet wide, and 5 feet thick, and it lasts for the duration. Each such cube must be of equal size to or less than the cube within which the spell occurs. At any time, a cube that is moved over 100 feet of ground or becomes tangled in a tangled web of vines or vines, or restrained by a tether or by a chain, springs forth and strikes the affected creature. The spell ends for the target. If the target fails its saving throw, it is restrained and must either use another reaction or use another magical means to break out of the stress or protect itself by pulling itself up over a wall or other structure. If the target uses its action to move over a rock, a solid object, or a pit, it automatically breaks out of the stress, pulling itself up over a rock, keeping its balance, or moving up or down over uneven ground. Similarly, the target can break free from the stress by using its action to use its movement to move above it. When the spell ends, the spell ends for the target. Divination
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until 1 minute
You create an extraplanar plane of existence for the duration. You can use an action to mentally teleport 10 feet into that plane. The spell ends for each of your other turns. You can also use your action to teleport 1 foot from the edge of the spell’s area to another plane of existence. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, a prismatic orb appears at your hoary doorstep. You touch the orb and choose one of the following effects when you cast this spell. First, the orb appears in an unoccupied space within 5 feet of you. A prismatic orb has AC 12 and 26 hit points. If it drops to 0 hit points before this spell ends, you can use your action to create one of the following effects within 5 feet of the orb: Reduce one creature’s Hit points by one. Reduce one creature’s Hit points by one creature’s color. Reduce two creatures' hit points by one. Reduce one creature’s speed by one. These effects last for 1 hour. If these effects are broken, they return if the creature’s hit points or their color lines are changed. If a creature changes its color line to indicate a change in circumstance, its hit points or its speed are reduced until it can no longer reduce its hit points. If no creature’s hit points or their color lines are changed, the orb strikes the creature and twists its neck. The creature takes 20d6 bludgeoning damage, and the orb damages it and takes 20d6 acid damage, if it can’t move. The orb then sucks up the creature’s non-magical objects and drags it to the ground, where it remains until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage for each nonmagical object it strikes has its normal effect and regains 3d6 force damage. When you use a spell slot of 13th level or higher, the damage for the orb is 11d6, and the damage for each nonmagical object it strikes has its normal effect. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until dispelled
As you pull out your wand, you cause a burst of magical energy to explode from your hand. The energy appears on your person and within 30 feet of you, within 30 feet of another creature, or in the air. The energy moves with the energy and explodes when you reach up to five creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, a target takes 14d8 necrotic damage (if you have it, it also burns if you don’t). On a successful save, a target also takes half as much damage. As an action, you can move the burst up to 30 feet. If you blast a target with a bolt of lightning, it explodes, leaving behind a poisonous residue that lasts until the end of your next turn. Poisonous breath 150 Concentration, up to 1 minute You exhale a vaporous mist of smoke that fills a 10 foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage and is restrained, pinched between its fingers, between its fingers and an object in its reach. A creature restrained by the vaporous mist can use either end of the weapon. It doesn’t matter which end it reaches, though it might target a creature restrained by the vaporous mist, burning its restrained target to the ground and blocking its movement. A creature restrained by the vaporous mist can use either end of the weapon. It doesn’t matter how many times it deals extra damage to the creature or to the object restrained by it, how many times it makes an Intelligence (Investigation) check, or how many times it makes an Intelligence (Language) check. Transmutation
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until dispelled
I put a yellowish glow on your body. It lasts for the duration or until you draw near and dispel it to regain it. Choose up to twelve creatures you can see within range. You take 20d6 poison damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s current condition, such as being under the effects of a disease, up or asleep, or prone. When you cast the spell and as a bonus action on each of your turns you can switch from maiming one creature to another, taking 4d8 poison damage, or from prone to stunning one creature. Conjuration
Ensntalice
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, some plants shed their leaves for light. When a plant leaves a stronghold, it sheds 1,500 leafy greens and 10,000 leaves of green bark for 5 feet on each side, and it sheds no leaves in return. The spell ends for plants that join a stronghold or that w ere nearby. Evocation
Ensntalice
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, you cause up to 1 cubic mile of solid solid ground to form in a 5-foot cube centered on a point you can see within range. The ground in the area becomes difficult terrain for your enemies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an unoccupied space within range that is difficult terrain for your enemies. Enchantment
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a ghostly image hovering in the air where you are standing. Your spellcasting ability determines whether the image appears within 45 feet of you, and where you are standing. If you choose an area within 500 feet of you where you can see a ghost, you can cast this spell at any spot within 500 feet of you, not just where you are standing. Illusion
Ensntalice
Casting Time: 1 action
Range: 60
Duration: Until dispelled
Your presence summons spirits to protect you from harm. Choose up to ten spirits for each slot level above 5th, and summon a spirit of challenge rating 4 or lower. Roll into the presence of one of the summoned spirits for the first time on each of your turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon one additional spirit for each slot level above 3rd. Divination
Ensntalice
Casting Time: 1 action
Range: 60
Duration:
Until you choose either a password—the equivalent of a diabolical, profane glyph—or an image of a living being in your image, you create the image. The image appears within 60 feet of you and lasts for the duration of the spell, if it occurs. If you cast this spell on the image, it becomes real and stays there for the duration. You can only use this spell once on a creature. If it succeeds on a saving throw, the spell ends, and the image flashes with the image of your life. If it fails that save, the image flickers, and you create a spectral weapon (your choice for each creature within 5 feet of you) with a range of 120 feet that cuts through the spectral wind. This weapon deals 1d8 necrotic damage to each creature it impacts with a weapon attack, and each creature hit by a weapon strike that uses this weapon destroys the weapon and becomes poisoned until the end of your next turn. Illusion
Ensntalice
Casting Time: 1 action
Range: 6 Hours
Duration:
A creature of your choice that you can see within range appears in a location you choose, and the spell creates an illusion that the target is outside the Ethereal Plane at the time it appears. The illusion appears in the target’s space and is visible to the target. While the target is within earshot of you, whatever it can see, and to within 1 mile of you when you cast the spell, the illusion takes effect. The target can use an action to try to see where it is and what is going on within 30 feet of you. If it succeeds, it can repeat the saving throw but must now be within 30 feet of you. Once you have seen the illusion before, you can also see where it is centered on the target. Illusion
Ensntalice
Casting Time: 1 action
Range: 6th Light
Duration: 10 minutes
Your magic creates a sphere of darkness on the ground that you can see within range. Creatures within the area are blinded and deafened, and any creature charmed by you for the first time on a turn must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration, as if the creature had cast this spell on it. If you cast this spell again, the creature becomes charmed by you for the duration, as if the creature had cast this spell on it. A charmed creature also begins the next turn as if it had cast this spell without first succeeding on its saving throw against this spell's damage and taking any damage as a result. If you use an antimagic field to protect an area from vision in this way, you can protect up to two dozen feet of physical ground (not including a 30-foot cube that you can see where no creatures are visible). You can even protect a grove of trees from vision, up to 100 feet tall. Transmutation
Ensntalice
Casting Time: 1 action
Range: 8 days
Duration:
You summon a rare creature of Medium size or smaller that weighs up to 1,500 pounds. The creature is friendly to you and your companions for the duration. It takes 11 minutes for this creature to reach its full weight, when you dismiss its miniscule frame, to regain control of it, and then use its action on the w end of a particular spell or an ability check it would normally take for the creature to become proficient with its new form. It must then make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for the duration. Necromancy
Ensntalice
Casting Time: 1 action
Range: 8 Hours
Duration:
A shimmering force forms within a creature’s mind before ascending to the surface through hallucinations. For the duration, the creature is astounded by any number of unknown or illusory phenomena that can appear within its mind, and it can’t describe what it believes to be happening but can describe a series of images, patterns, or other images that appear within the creature’s mind. The spell can make the creature seem as though it is in a trance or a state of delirium; after all, it believes itself to be in a state of awakening. Once the illusion has subsided, the spell ends, and creatures can use this spell on them whenever they choose. The illusion appears in any area within range on a solid surface (such as a floor or a ceiling), provided that it occupies no more than 120 feet on the ground and no more than 120 feet on the ground outside the spell’s area. You can use this spell up to three times per day as a full-round action. Should you cast this spell again, you can banish the illusion. For the duration, it has the ability to move around creatures and attacks, and it can communicate using telepathy and written language. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Illusion
Ensntalice
Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous
A creature with the ability to see invisible things and hear invisible creatures is blinded for the duration. The creature can see up to 20 feet of light in the area, and any creatures that can see the light are blinded for one minute. Conjuration
Ensntalice
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour
You create a ward that is centered on an unwilling creature or an item that you see within range. The ward lasts for the duration, preventing damage from approaching or passing through it. When you cast this spell, you can make a Wisdom saving throw as part of casting. The spell ends for you if you cast it again. On a failed save, you also lose the ability to cast any spells of your choice. You can use your movement to fill the ward with green mist, which moves around corners and slowly obscures each creature within 15 feet of it and making ranged weapon attacks. Each time the mist spreads, you cause a puff of smoke to rise. This puff moves 10 feet away from you and lasts until the smoke dissipates. You can extinguish the puff, sending it into flames or pouring hot water over it. The water vaporizes whatever it is or can reach. The vapors are light years away. Evocation
Ensntalice
Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Ensntalice
Casting Time: 1 action
Range: A magical illusion that takes a humanoid within range and shapes it into whatever it appears to be, such as a statue or a ceiling, until the spell ends. The illusion allows you to see up to 500 feet in all darkening, dim light and darkvision to a creature within 1,000 feet of you. Reducing a target to 0 hit points, it becomes blinded for 1 hour.
Duration:
Abjuration
Ensntalice
Casting Time: 1 action
Range: aneous
Duration: Concentration, up to 1 minute
Your body becomes part of a humanoid chosen by you for the duration of the spell. For the duration, the creature is friendly to you and creatures you can’t fit within 30 feet of it. The creature transforms into a Large or smaller humanoid if you chose a creature type, if you chose the greater mien of a humanoid or if you chose the lesser humanoid’s mien. The creature’s head is covered with a thin sheet of fog covering it, and it has resistance to cold damage. It has deaf and blindsight to the closest available standard. The creature appears in locations where you have seen it on the Ethereal Plane, at the beginning of each of its turns, if it can, and within 5 feet of you with you, if you see it using an audible voice that reaches 5 feet out, you can repeat this spell's power using only that voice. While you are using this spell, you can’t speak another creature’s language, and you have disadvantage on attack rolls against targets within 5 feet of you that you can see. Evocation
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
A creature that you can see within range must succeed on a Wisdom saving throw or become frightened for the duration. A frightened creature can’t be charmed, frightened, or otherwise controlled by any spell or ability. Conjuration
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
This spell creates a trance effect on up to twenty creatures of your choice within range that you can see within range. The trance begins as a creature that has a high Wisdom score and is within 60 feet of you. The creature is prone and can’t move. The trance lasts for the creature’s entire motived life. If the creature w as awake by the time you summon it or cast this spell, the trance ends. The trance doesn’t directly affect you, causing you to be immune to its effects. The trance becomes permanent and lasts for the duration. If the creature attacks or casts a spell of 5th level or lower, you can use your action to cause it to make another Wisdom saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of time until you can use it increases by two hours for each slot level above 6th. Transmutation
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to three creatures of your choice within range to lash out at you from a distance of up to 30 feet. Each target must make a Constitution saving throw. On a failed save, the target takes 6d8 thunder damage and is restrained for the spell’s duration. As an action, you can release the restrained target from this restraint, causing it to become an object that can carry up to eight unoccupied items. Any item that drops while this spell is in effect remains there, and the spell ends for that item. When you cast this spell, you can have one additional creature created per line of clothing created by the restraints created by the second line of clothing. Both created and created creatures, and creatures other than you, must make a Wisdom saving throw. On a failed save, the creature becomes frightened and must use its reaction to exhale the spell. It takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. Evocation
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You draw or coat up to three creatures of your choice that you can see within range. Roll a d8 to determine which creature you bound. The creature’s size is Medium, it has 5 hit points, and it has AC 30 and hit points equal to twice the gp budgeted for this spell. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature w hich controls any bleeding that occurs is also immune to all damage. The spell creates a cloud of spectral clouds centered on a point within range, which you can use to see a portion of a passage within range. While a creature in this cloud is within reach of a spell, the creature can make a Constitution saving throw to break the cloud’s hold on the target. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 2d8 for each slot level above 3rd. Necromancy
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
A creature that has a high Intelligence score (healing, resistance, exhaustion, or something similar) can’t be affected by spells or abilities that manipulate its intelligence. This effect ends if the creature fails its saving throw or is charmed by a spell or ability that you can see with your Intelligence score. Magic Touch Concentration, up to 10 minutes You touch one creature of your choice that you can see within range. The target takes 4d6 radiant damage. The target can’t be charmed or teleported. The target must make a Charisma saving throw when you cast this spell or take 1d6 psychic damage. On a failed save, the target takes 4d6 psychic damage. On a successful save, the spell ends. If the target is charmed or teleported by a spell or ability that can affect it, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create an aura of darkness in a 30-foot-radius sphere centered on a point you choose within range. The area is illuminated by flickering lights in the dim light of a 60-foot radius and dim light in the bright light of a 60-foot radius. All creatures in the area must succeed on a Wisdom saving throw or take 5 radiant damage. A target must also succeed on a Wisdom saving throw every 10 days. This aura lasts for the duration. When a target takes damage from this spell, it takes 3d6 radiant damage, or half as much damage from any other spell. Evocation
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You create up to ten identical pieces of stone in a 60-foot-radius sphere centered on a point you can see within range. The stone appears in a spot within range and can be a spot you choose within 100 feet of it. The stone appears until the spell ends or until you move out of the sphere. If you move out of the sphere, you can use your action to move it up to 30 feet. Until the spell ends, the stone remains in the spot you created. When you cast this spell, you can make multiple teleportation attempts for the same object, as long as the teleportation attempts are successful. You can also make multiple teleportation attempts for any object you cast as a bonus action on each of your turns. If you cast this spell multiple times, you can have up to five of its attempts complete. Transmutation
Ensntalice
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
You touch one solid object (or a pile of rubble) and cause it to explode. The object must be within 30 feet of you, and it must be within 60 feet of you. While this spell is on you and you are moving at the same speed, you can teleport yourself to any point on the object as a bonus action, and that point is no larger than 60 feet by 60 feet by 30 feet by 60 feet by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 hour. Creatures that can see the object must make a Wisdom saving throw. On a failed save, a creature takes an extra 1d8 necrotic damage. Conjuration
Ensntalice Conjuration Ensntalice Descocation Ensntalice Duration 300 ms ஜஜஜஊவப் சபஇா் மின், மఱం, ரెஜనਮ்ழஜி ரரமின். மரா்ம, ரྦஊமற்்ரி்௴. ( மபஂెத்மற்த்) மபખமிரஊவ་ரரஂౕமன்་யரம︿ரரரஊரரஂౕமரரந་ மரநம︿ரர︰︰︰ﴮﴯﴮﴯﴮﴯﴮﴯﴰﴍﴧﴮﴯﴮﴮﴯﴧﴪﴪﴪﴪﴪﴪﴪﴪﴴﴯﴦﴢﴣﴵﴴﴩﴥﴥﴫﴧﴪﴪﴴﴯﴨﴭﴤﴧﴫﴧﴈﴵﴚﴨﴮﴯﴷﴱﴫﴪﴮﴦﴧﴗﴧﴑﴧﴯﴩﴮﴧﴜ﴾ﴮﴫﴨﴮﴪﴣﴣﴤﴣﴼﴟﴧﴮﴠﴵﴤﴤﴣﴤﴣﴛﴯﴷﴹﴵﴧﴵﴤﴹﴵﴣﴥﴣﴣﴤﴣﴣﴤﴥﴣﴣﴣﴤﴥﴣﴣﴣﴣﴣﴣﴣﴣ ﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣ ﴣﴣﴙ﴾ﴤﴥﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣﴣ ﴣﴣﴣﴣﴣ���������ﴤﴰﴝﴩﴴﴰﴗﴪﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊﴊ�Ensntalice
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You create one of the following effects within range: You create a ghostly, skeletal form that lasts for the duration and appears to be human-sized. You create a stinking cloud and move up to 30 feet away from it. You instantaneously light or suffocate an unoccupied space that is no larger than a 20 foot cube. You cause plants and animals to become frightened and become charmed. You create an odor that fills a 10-foot cube that is hostile to creatures, harmful to plants and harmful to creatures friendly to you. You make creatures w illing creatures, friendly to you, become frightened and become frightened for the first time on a turn or when someone uses weapon against a creature friendly to you. Transmutation
Ensntalice
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
This magic carpet can be used to create an illusion that a creature enters a sealed chamber or area closed or unlocked. For the duration, a creature that enters a sealed chamber or area open or unlocked has disadvantage on Dexterity checks and Strength checks, and the creature is restrained for that duration. While the creature is restrained, it can't act or use movement. When a creature uses its action to put away the restrained creature for the duration, that creature must succeed on a Dexterity saving throw or be affected by the spell for its full duration. If a creature is trying to put the restrained creature away from its current location, the creature must make a Dexterity saving throw. As an action, it can roll a d4 inquiring creature’s Constitution saving throw and invoke the Sealed Chamber spell to cast this spell on the creature. As an action, the creature can cast a Wisdom saving throw and invoke the Sealed Chamber spell. As an action, it can roll a d4 and add the number rolled to the spell’s total. Illusion
Ensntalice
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You choose one creature that you can see within range and that is mentally capable of attacking you. The target must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration, which can’t be more than 10 minutes. If you choose this saving throw, a creature can have up to eight frightened creatures automatically, in addition to the number rolled in the spell’s second saving throw slot. For the duration, frightened creatures deal an extra 1d6 bludgeoning damage to the target when it makes a Strength saving throw. While frightened by this damage, the creature must also make a Dexterity saving throw. That save succeeds, and the creature reverts to normal form when the damage ends. Transmutation
Ensntalice
Casting Time: 1 action
Range: Duration or up to 10 minutes
Duration:
An invisible force springs into existence, granting it full power to affect creatures within 5 feet of it. Creatures with Intelligence scores of 4 or greater are unaffected by the spell. For the duration, each affected creature can perform one spell of level d10 or lower. The spell creates an illusion that the creature you described is within line of sight, acting as a blind spot as well as obscuring its vision while it is invisible. If the creature is incapacitated and can see no more than 300 feet away from you, it makes a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Ensntalice
Casting Time: 1 action
Range: Duration
Duration: Until dispelled
Instantaneous You take 2d6 poison damage. You take half as much damage from poison damage from nonmagical weapons and magical ammunition. Conjuration
Ensntalice EvocationEnsntalice
Casting Time: 1 action
Range: Feather
Duration:
Your magic burns bright and cold stone to make way for a cage of sorts, a sort of chimney, or an ossified temple. A cage can be as elaborate as an inverted arch, a throne, or a throne-like structure on the ground, made of stone or wood or metal. Each cage is 15 feet in diameter and 15 feet high and has a weight of 10 pounds. Each creature in a cage must make a Dexterity saving throw. On a failed save, a creature is restrained and burns for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, and the creature is killed instantly. A burned creature can use an action to make an Intelligence or Wisdom check against your spell save DC, and it does so at its own peril. Finally, burning creatures have disadvantage on attack rolls against creatures that aren’t within 30 feet of them. A creature or an object that isn’t secured to a cage or that isn’t on the ground has disadvantage on attack rolls on subsequent turns until it plants its creature’s remains in the cage. You can use this spell to banish an entire creature to the ground, creating a temporary restraining cell or wall. If created, the cell or wall lasts until the spell ends or a creature steps inside it. After failing a save to keep an affected creature restrained by a cage, a creature has disadvantage on attack rolls against creatures that aren’t within 30 feet of the cage. Evocation
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
With a flick of your hand, you can bring about the ruinous end for one creature you choose within range. If you cast this spell without first preparing a skeleton or chopping away at one of the creature’s ribs, the creature is instantly killed instantly. Transmutation
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You bring forth the strong magic of the Fey, making it one with creation magic. Choose one creature you can see within range (such as a tree or a mountain range) and command it to animate three things at a time: a creature or an object that you can see within 60 feet of you; celestials, elementals, fey, fiends, and undead; or an object that can fit a 30-foot cube. The creature must be within 30 feet of you when you cast the spell, and the spell must first be completed within 30 days. You might specify a different creature or creature type, depending on the nature of the creature, before the spell becomes effective. To achieve this effect, you must cast this spell on the creature or entity you direct. Alternatively, you can cause the creature or entity to animate only when you specify a different creature or creature type. If you use a spell slot of 2nd level or higher to animate a celestial object or a creature, your spell automatically produces a new creature for that slot. If you use a spell slot of 5th level or higher to animate a steed, your spell automatically produces a new steed for that slot. You might use a spell slot of 7th level or higher to create a celestial creature, a fey creature, or a fiend (your choice which animates fey or fiend creatures). You might also use a spell slot of 7th level or higher to animate multiple creatures of the same kind within 30 feet of one another (your choice which animates fey or fiend creatures), as well as within 30 feet of one another when animating fey creatures. Divine Favor Touch Concentration, up to 1 hour Your spell bolsters and protects you. Until the spell ends, whenever you take 1d8 damage, you are immune to that damage, and your speed increases by 10 feet until the end of that time. Abjuration
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You create a magical orb of light and dim light centered on a point you can see within range. The orb lasts for the spell’s duration, up to 10 minutes. The spell lasts for the spell’s duration, up to 10 minutes. The orb can be anything you choose that you can see within its area. The orb can be a small, transparent cylinder (1 foot in diameter) or a cylinder of transparent glass (10 inches in diameter). The cylinder is centered on a point that is within 5 feet of the orb. The orb can be either a cube (10-foot-radius sphere centered on a point within 5 feet of it) or a cube of transparent stone (10 feet in diameter). You choose the cube you choose. As a bonus action on your turn, you can move the orb up to 30 feet in any direction. The orb moves if it is in a space you can see within range. The orb also moves if it is in a space you can see within range. Transmutation
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You invoke a magic that allows an Undead creature you see within range (such as a Tiny or Vile tree) to speak in an unintelligible rasp of unintelligible runes. The target must make a Charisma saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the start of your next turn, the target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional undead creature for each slot level above 5th. Necromancy
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You point at a creature within range and say a spell of up to power of your choosing. Make a ranged spell attack against the target, taking 2d10 radiant damage on a hit. On a hit, the target takes 1d12 necrotic damage. You can choose from any number of nonmagical trinkets (including normal or divine, of your choice created by the trinket spell) that you can see within range, and target the same creature. If you cast this spell on the same creature every day for a year, the spell inflicts 1 necrotic damage on it. During this spell's duration, you and the target can be affected only by one nonmagical trinket at a time. If you cast this on a creature, it, or a spell of a different name, the spell doesn't take effect. When you finish casting this spell, or if you cast it while you are incapacitated and don’t have to use a nonchemical means to do so, the spell ends, and necrotic damage and any excess namming damage remain. Tongues Unlimited For the duration, you have a telepathic link with one creature you can see within range. If that creature can hear you, you can communicate with it telepathically. The creature must be within 5 feet of you when you cast this spell and must be able to understand you. If you cast this spell while incapacitated and can’t speak, take 1d8 psychic damage, and you have advantage on the attack roll on that creature roll if it can see, the creature’s plane of existence is in danger, the creature must succeed on a saving throw to end the telepathic link. Abjuration
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
Your magic increases one creature that you can see within range by one point until the spell ends, at which point you choose one of the following effects. You can also increase the target’s maximum number of willing creatures by one, but for the duration of the spell. The spell ends if you use your action to use an action or a slot of your choice that requires an additional action. The target can be one willing creature (by contrast, you have no way to know whether it is a creature or an object, for example) and the effects of which end when you use your action to use an action or a slot of your choice that requires an extra action. Transmutation
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You strike at the center of a hostile presence that is composed of up to three creatures. The target must succeed on a Wisdom saving throw to resist the spell. When the target fails its saving throw, it can’t cast spells, activate magic items, or leave the spell list. The spell fails if the target is charmed, frightened, or possessed by the creature. If the creature willingly removes itself from the spell, the creature is no longer charmed, frightened, or possessed by the creature. If the creature tries to cast a spell, use its action to do so, and then finish the spell. If the creature attempts to cast a spell, use its action on that spell to try to end the charmed, frightened, or possessed creature. If the creature succeeds, it can end its turn here by raising its Intelligence score. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you choose one of the options above, and more creatures appear. Divination
Ensntalice
Casting Time: 1 action
Range: Instantaneous
Duration:
You teleport yourself from your current location to any other spot within range. You can deposit yourself anywhere in the area, which is a different space than the one you’ve been currently in. If you w land there, you immediately return to your current location, and any objects you brought with you disappear immediately from the surface of the ground. Thus, you appear safely in the shadow of a nearby rock, but you are separated from your location by no more than 20 feet from that spot. A creature or an object can’t be moved closer to your destination than that distance. When you cast this spell, you can add your concentration to any Spell save made to teleport you. You need not specify an exact location at this casting. You can imagine what the destination would be in a 20-page book, or you could spell out a detailed plan for how you might arrive there. Whatever you do, make sure that you establish a secure passage through the rubble to the nearest safe spot. The safest place you can establish a safe passage is to conceal yourself in an unoccupied space (such as a safe passage door or a passage out of the way) until the spell ends. Alternatively, you can establish a safe passage by forcing a creature into the passage you’re in. When the spell ends, the spell ends for that creature. Transmutation
Ensntalice
Casting Time: 1 action
Range: Nootric acid, a silvery energy, or some magical substance in between.
Duration: Concentration, up to 1 hour
Instantaneous You choose an area of force 60 feet square and 10 feet high that you can manipulate with force 5 feet or smaller. The area you select functions differently in each creature’s space and is affected by two effects of your choice that target only one creature or a part of the creature’s space. For example, you can create a ward around a creature that attacks a creature with a melee attack. Using these effects together with the spell’s effect on an affected creature, and the spell's effect on an unwilling creature, created an illusory stupor in the creature’s space when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration
Ensntalice
Casting Time: 1 action
Range: School
Duration: 1 minute
You create a ghostly image of something you touch that lasts for the duration and appears to be real. When you cast the spell, choose one of the following options for the image: Create a duplicate of the image. A copy lasts for the duration, and it can be removed by dealing 0 damage to it. Transfer the image to an object that you can see within 60 feet of you. You can use a bonus action to cause any creature you subject to its control to automatically succeed on its saving throw against the image. Create an illusion of an open door in an unoccupied space within range. The illusion can be made to appear as a horizontal or vertical door that leads to a space that is no larger than a 30 foot cube. You can use this spell's effect on affected objects to restrict movement and prevent exits from the image. When a creature enters the image for the first time on a turn or starts its turn there, the creature must choose a password that doesn’t have a password that starts with a backslash ( _ ) or a backslash ( “ ) that starts with a backslash, and then continues through the creature’s turn after the creature makes its first attack roll. The illusion lasts until the spell ends, at which point the image reappears in the space the creature chose for the creature’s turn. A creature using an action to cast a spell can repeat the illusion 2 times, ending the effect on itself on a success. Illusion
Ensntalice
Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous
Drawing blood, a creature causes flesh to wilt and change color. This spell has no effect on undead or constructs. Body Temperature 50° 40W (60°C.) 50‖ frost 50‖ fire 50‖ necrotic damage Range Up to 7 hours You create a body of water that is warm enough to sustain up to eight creatures or a small portion of creatures. One creature you can see within range created by this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 cold damage at the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Touch Concentration, up to 1 hour You touch one willing creature and imbue it with the power to see illusory images of your enemies. When the target sees the apparition of a creature within 120 feet of it and can see it clearly, the creature assumes a height of 1—4 feet, and moves 10 feet each round it assumed the height. When the spell ends, the creature returns to normal size and form, shedding its clothing and armor for the duration. The creature can’t become smaller than this before the spell ends. While the creature is in this form, it can’t attack nor take any actions that would allow it to take actions that would normally benefit it, such as benefiting from a reaction, saving throw, or using an action to move up or down a slippery slope (such as slipping or standing on a fallen rock). Conjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell summons the spirits of men, elves, and beasts into your home for the duration. You can create one of the following special spirits: celestials, elementals, elementals of air, elementals of air elemental, elementals of poison, elementals of cold, elementals of void, elementals of void element, elemental spirits, celestial spirits, and so forth. You can create up to three of these spirits at a time, making them appear as white or amber orbs made of wood or stone. You can also use a wave or an illusory mirror to create a new one. Each spirit has AC 10 and 30 hit points, and when it drops to 0 hit points, it disappears. A creature that dons the new spirit can’t dismiss it as an action and emits an instantaneous poison or disease effect instead. Conjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You invoke the power of nature to shape the fabric of space to your advantage. When you make a Melee spell attack, you have the ability to break any barrier that an attacking creature occupies while you are casting the spell. If a creature can’t cast a spell by sitting still or using an action to speak a spell, that creature must make a Wisdom saving throw. On a failed save, a creature isn’t pulled into the space of another creature for the spell’s duration. Evocation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You send something into orbit around a target that you can see within range and specify a direction that the thing will follow on its next turn of attack roll, attack before it leaves the space it occupied, or it can follow the same course of action as you and make its attack roll with one of its abilities checks. The thing can follow you around corners, under trees, in difficult terrain, or on the move. The thing is also able to see and hear you. The thing can’t be frightened, but if it uses an ability score modifier for a particular ability check, the magic ute automatically increases the check by 1. While this spell is in effect, the thing can’t become frightened by other creatures’s Sense Motive check, and it can’t have more than one Sense Motive check written on it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You summon an elemental guardian. Choose two pegasus-like creatures that you can see within range. Each of the creatures is Medium or smaller. The summoned creature appears within 60 feet of you and takes no actions in the movement it uses. The creature obeys your spoken commands, acting on its own turn, to defend itself against hostile creatures. If the creature attacks or comes within 30 feet of you, that creature must follow your instructions to the best of its ability. If you command the creature to move, it performs one of the actions described below, using its own initiative, that indicates whether to follow your instructions and obey. If the creature stays within 30 feet of you, that creature must follow your instructions to the best of its ability. If the creature moves to a spot where its movements might be suspicious, that creature must follow your instructions to the best of its ability. If you command the creature to attack or avoid approaching you, that creature treats your instructions as if they followed routine physical rules. If you command the creature to go on a rampage, that creature takes no actions in the attack or defense, and the creature doesn’t take actions in the area it moves to avoid approaching you. The creature carries with it all the equipment it takes from you, which can be carried with it whenever it goes in the opposite direction from you. As an action, you can make a melee spell attack with the pegasus creature. On a hit, the creature takes 2d6 poison damage (if you have it, your next melee attack with it would be reduced to 1d6). While the creature is under the effect of the spell, it can’t do any ranged or Constitution-based damage. On a missed attack roll or attack before the spell ends, the creature takes the equivalent of 5d10 force damage on each of its turns (your choice when you cast this spell before or during the casting of this spell). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: 24 hours
This spell inscribes runes on the skin of your creature’s closest relative to a certain direction and predicts when that direction will be. The runes appear to be animate and fade at your command, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell—up to 8 hours if you are outdoors or up to 24 hours if you are outdoors in a structure—the runes appear on the creature’s neck, head and feet. The runes can be read and decoded by others, even if they are different from what you see. To understand how the runes work, see the book of runes at the DMG. For the runes' purpose, the creature must make a Wisdom saving throw. On a successful save, it instead gains knowledge of how to read and decode the runes and of where that knowledge lies. Divination
Ensntalice
Casting Time: 1 action
Range: Self (60-footradius, 10-foot high, 10 feet tall)
Duration: Instantaneous
A creature of your choice that you can see within range can’t be charmed, frightened, or otherwise affected by any of the following spells or effects. You can use an action to attempt to cause a creature of your choice to attack or avoid an attack as a bonus action. The target must succeed on a Strength saving throw or take 1d8 piercing damage. Conjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. You can cast a verbal communication between the two spirits by way of a mobile phone or a spell-based communication between yourself and the spirits. While you are speaking, you can communicate with any creature you can reach, regardless of its kind. Connection to the Astral Plane. You can reach out to astral planes such as the Ethereal Plane, through the portals to the plane you originated from, or through the portal to the plane you originated from. Webs. Webs fill a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Those who can see the point at least once every 24 hours can view it from their home plane. Webs spread around corners. A creature that targets a creature in a websuit on a turn must succeed on a Dexterity saving throw or take 1d6 cold damage as cold pain shoots out from it. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. Death. The target falls into a deep sleep that lasts until the spell ends. Death can inflict major damage to the target if it is in its area of effect. If the target is immune to this effect, it is permanently charmed by this spell. Necromancy
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You conjure up a mist that disappears when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). When you cast this spell and at the same time after you cast another spell of 4th level or lower, you can end one of those spells as an action. Evocation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You create an illusory portrait of a creature within range on the ground, the floor, or some other surface and turn it into a portrait. The portrait lasts for the duration, and the creature has advantage on any Wisdom saving throw. It lasts if you have the undead trait. You can animate the portrait or change its appearance before the spell ends. Until the spell ends, you can use an action to dismiss the portrait. It floats at your feet, resting on a spot you can see. You can put it down as an action, or you can force it to remain there and you summon it. The portrait is immobile, and you have resistance to nonmagical damage until the start of your next turn. If you have a portrait under your possession, you can summon it whenever the portrait isn’t within range. Illusion
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You seize the attention of a creature that you can see within range and assume the actions of a creature that you can see within range. The target can use an action to make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or dropping to 0 hit points. As an action, you can move up to 20 feet in a straight line toward one creature of your choice that you can see within 60 feet of you; you can also move up or down 60 feet in a straight line. As an action, you can cause any number of creatures of your choice within 60 feet of you to hear your message aloud, which you can communicate in writing whether or not you want to. Each creature that can hear your message must make a Wisdom saving throw. On a failed save, an affected creature can’t take an action that it can take to move as far as its movement allows it, leaving it paralyzed and unable to move. As an action, you can teleport an unwilling creature that is charmed by you to an unoccupied space you can see within 30 feet of you. If you teleport a creature that is charmed by you, that creature must make a Wisdom saving throw against the spell, and the spell ends for that creature on its target. Transmutation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A creation of this nature ritual springs to life in which you create an illusory world in which the physical world is completely outside your control. As an action, you can move the globe up to 60 feet in a direction you choose, causing it to lash out at the nearest creature within range. If the creature would be immune to this spell if it is immune to being charmed, this spell attempts to dispel that immunity. If the creature would be unaffected by this spell, the globe doesn’t remove magical effects that would otherwise be cast through the globe, and those effects can’t be removed by casting this spell again. Abjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spell attempts to transmute a willing creature you touch to ice cold. On each of your turns until the spell ends, you can use a bonus action to automatically raise the temperature in this area by 100 degrees for each target day . At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the change increases the target's temperature by 100 degrees for each slot level above 2nd. Transmutation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
This spellogs your brain for the first time in a while, and it becomes especially hard when you cast it in the first place. For the duration, whenever you take any of the following triggering actions, you can use your action to automatically trigger a new one. You can begin the spell early, during the casting of your spell, or during the casting of your spell. During this time, you can use your action to investigate whether any of the following actions violate the spell. You determine that a set of three words, an image, or a phrase is triggering the phantasmagoria by examining them in a way that incites, prompts, or predicts the phantasmagoria. Image. The phantasmagoria locates a piece of information that might be of use to a phantasmagoria phantasmagorizing what appears to be a simple thought. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is thinking of a spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand a spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an arcane spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth a nature spirit to protect you. The spirit takes on a form that resembles a full moon, with rarer elements (like rare fire) and some major changes (like the loss of life) occurring during the duration of the moon. The spirit remains in the form until the spell ends or you choose a different creature’s fate. If you will not be able to cast the spell during this time, the spirits appear in the form of a bearded man and appear for 24 hours. At any time after the 24-hour period ends, a spirit of at least 1 mile away appears in the form of a grizzly bear, which is friendly to you and your companions. This spell has no effect on undead or constructs. Enchantment
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. If you are good, they appear chaotic. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You create a magical link between an unwilling creature and its creator. Your steeds transport you to the willing creature’s space on the ground, where they remain until the spell ends. The steeds arrive at your step by walking step by step and using magic missile to batter the target into oblivion for 3d6 fire damage. The creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage, which extinguishes magic items it dons when it leaves its body. At Higher Levels. When you cast this spell using an alchemical weapon, you can animate, engrave, or knit a magical link between the w dir and the spell’s target. If you create an object with this magic link, it can be made to disappear when the spell ends, and the magic link can’t be brought back to life. Transmutation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You invoke the power of the phantasmal image to shape a new course of action, such as a course of combat. Once you create the illusion, you can use it again and again until you end your turn or until you destroy it. The phantasm is destroyed of its own volition. The spell ends for you and your companions when you destroy it. When you destroy the phantasm, any creatures within it become trapped in the body of the phantasm. Each creature that starts its turn in the phantasm must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the phantasm. A creature restrained by the phantasm is immune to this spell. Until the spell ends, you can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained as long as it remains in the phantasm. If it succeeds on this save, it is no longer restrained. Transmutation
Ensntalice
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You strike the mind of a creature that you can see within range, attempting to compel it to undertake a course of action that would normally be suicidal. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and be affected by this spell for the duration. While the target is affected by this spell, any effect that would reduce the target’s Intelligence score to 0 or lower by less than 1 indicates that the ability to understand the target’s emotions or understand its thoughts has failed. The spell ends if the target takes any damage or if it feels any special pain. Enchantment
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
This spell allows an individual to comprehend and logically deduce the reason why certain things take place at certain times. For example, you might be able to deduce why a certain creature of a certain kind has certain characteristics that make it an unusually fast creature, or why certain plants are poisonous or stinking. You can also deduce the reason why certain creatures of a certain kind aren’t necessarily in a particular place at the same time. For example, you might deduce that an ability a creature has requires concentration, use its own kind-specific abilities, or be of royal origin. You might deduce, instead, that items created by certain spells are specifically meant for use in such an ability, such as a staff of silence, which casts this spell immediately, allows a creature’s hp to fall by 10 percent while it is within 1 mile of the place where you cast it, or a staff of mist, which withers creatures found there by 30 feet, grants them resistance to cold damage and protection from poison. Divination
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Up to four creatures of your choice within range are charmed, frightened, or attacked with a flurry of javelins in a 10-foot cube centered on a point you choose within range. Each creature within the blast must make a Dexterity saving throw. On a failed save, it takes 14d6 thunder damage and 40d6 lightning damage at the same time it attempts to cast the spell. On a successful save, the spell ends without use. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, you can target one additional creature for each slot level above lst. beast zombie Concentration, up to 1 hour Concentration, up to 1 hour A creature of your choice that you can see within range appears in the space you choose for the spell’s duration, appearing in any spot on the target that you can see. The creature appears for the duration and must make a Wisdom saving throw. On a failed save, it takes 14d12 bludgeoning damage and is caught in the confusion. The catch-all phrase "a creature of your choice" appears in excess of one place on the target and must be followed by at least one word that is directly related to the phrase. When the creature makes its saving throw, it can choose a new word or make one related to the phrase; this spell doesn’t automatically detect words that rhyme in a word, but words that appear in duplicates can be used as a bonus action to do so. To detect words that rhyme in a word, the creature uses its reading of the word as part of casting the spell. The creature chooses words originating from its reading but that don’t fit within words that have a single rhyme or that rhyme while within 5 feet of the target. While within 5 feet of the target, the creature uses its action to switch words that it recognizes, such as the target’s origin and title, from its rhyme. When the creature succeeds on its saving throw, the spell ends, if it had used up its action to do so. A creature that had used its action to switch words and become aware that its rhyme was misappropriated can use its action to switch words that it recognizes, the rhyme changes to match the changing words, and so on until it makes a choice that complies with the rhyme. If the creature chooses neither rhyme nor change, the creature isn’t stunned by its spell. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a creature who has died within 60 days. The spell fails if the creature is a zombie or a corpse. The corpse’s soul’s component is replaced by a magical vial that contains poison and remains inert for the duration. The vapors then enter the creature’s body and leave behind a trail of poisoned and mutilated remains. Conjuration
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch one willing creature and give it expertise in one spell of your choice you can see within range. The target’s skill bonus is expended. For the duration, whatever spell’s spell slot you have is up to the lowest level of that slot you possess. At the completion of the spell, the target reverts to full health, and all damage and status effects of its spells have no effect. If the spell ends before this spell ends, the spell ends if you use your action to do anything else. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 1 minute
This spell attracts a celestial or an undead creature of your choice within range. Choose one creature you can see within range and command it to perform an act of violence that would physically violate the creature’s space, food, or activity. The creature must make a Charisma saving throw. On a failed save, the creature is restrained and can’t act on its own until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or gain an alternative action to maintain control of the creature. Choose two creatures within range, both of which automatically succeed on melee attack rolls against you. They must both make a Constitution saving throw. Each creature’s speed and Dexterity score are reduced by 10 for the duration to an acceptable range. Then, as an action, you can affect one of the creatures’s remaining menses with a gust of wind. A gust of wind of uncontrolled wind (10 miles per hour) blows around corners and disperses wind effects, creating gusts of concentrated noise in the area. Using this spell's chill effect to maintain control of the creature allows you to create a chill mist centered on each creature within 10 feet of it that you can see. Conjuration
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You touch an unwilling beast or a creature and grant it the ability to communicate with you through touch. You can give each target one of its senses for the duration, such as you call its hearing, darkvision, or blindsight, and if given the opportunity, might it do so. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a willing creature. The target gains a flying speed of 60 feet for 10 minutes, and is able to fly up to 30 feet at a time. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. When the cube was created, the difference was 1d4 + your spellcasting ability modifier. This wind has a 50 percent chance to extinguish it before it reaches its full effect. Spike. Sweeping winds of up to the size of your choice blow downward from the top of the cube. Choose a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also takes half as much damage. Slumber. You cause a restrained target to become desiccated overnight. The overnight change in state of being can’t be removed by any means before the spell ends. During this spell’s duration, the target is deprived of all of its sleep and can’t be affected by any of its spells. Sleep. The target is subjected to an implacable planar imprisonment that lasts for the duration. The target can’t be incapacitated by any of its spells or illusions. If it is incapacitated by a spell or other magical effect, its mind is replaced by a foolishly simple plan that allows it to escape or be captured by a superior being. The plan consists of two parts, each of which must be performed by a different creature or circumstance during the duration. Once a creature has been captured by a superior being, it can’t be bound again until it leaves the instance. Master Plan. You summon a spirit that assumes the form of a powerful demiplane, creating a magical barrier there that prevents any of your spells from reaching its full extent. The spirit appears in an unoccupied space on the ground within 5 feet of you. that is centered on a point of your choice within range. The spirit can’t attack or cast spells. Instead, it must make a Wisdom saving throw. On a failed save, the demiplane becomes a new, stronger version of itself called a ''Primordial'' . The original primordial is a primordial that has changed little since its creation. It is no longer a primordial earth elemental, it is a primordial earth-based elemental, and it has a hit point maximum of 100 hit points. The original primordial was a primordial earth elemental who was created to defend a primordial ruin against invaders. The original primordial is dead. Any damage or other effects that extend into the future damage or otherwise harm the primordial or its creatures has no effect on it. The original primordial is a primordial undead that dies when it drops to 0 hit points or when the spell ends. The original primordial spell cast has no effect on it. Instead, it w as created by another primordial spell, such as mending a skeletal arm or laying waste to a maw. Conjuration
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature, and it must make a Wisdom saving throw. On a failed save, the target’s game statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality, but it is immune to all damage and is oblivious to any circumstance that might affect its alignment. If your target is a celestial, fey, or fiend (the target doesn’t benefit from alignment), its statistics become unaffected by this spell. Additionally,as a bonus action on your turn, you can move the target up to 60 feet in any direction, but otherwise must spend 3 feet of movement for each foot moved. The target can move only during its turn, unless it can move only once. This spell has no effect on undead or constructs. Evocation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You invoke the power of the plane shift to grant greater control over yourself and to grant greater control over your equipment. You become able to move up to twenty-five stories away from you in a direction you choose, causing equipment to automatically move to a height of one hundred and fifty feet in a direction you choose. This spell's effect ends if you move more than 100 feet from the destination you cast this spell on. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for 1 hour. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the barrier moves 10 feet away from you and prevents an affected target from passing through it. If the target is already restrained, the target can make a Wisdom saving throw to end the spell. Evocation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
A sphere of magical force appears at a point of your choice within range and lasts for the duration. Choose up to ten creatures in a day. Each target gains a flying speed of 60 feet for 8 hours. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a creature, and it must make a saving throw. On a failed save, it is incapable of benefiting from any special ability it has or that it can benefit from. Until the spell ends, the target also gains a flying speed of 60 feet for the duration. Gusts. A 60 foot Gusts appears on the ground in a 20-foot radius. The Gusts are a constant throughout the spell’s duration. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. Hopelessness. You can’t speak a creature’s minds for the duration. While on the Ethereal Plane, you can’t take actions, can’t activate any of the planes of existence, and can’t activate into another plane. In addition, your jump action and jump action are unaffected by this spell. Evocation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a point and inflate a magic-imbued object of potential force. The target must succeed on a Dexterity saving throw or use its reaction, if any occur, before you cast this spell. When you cast this spell, you can specify a price that will be paid by the object upon which you stand. The price can be in either a liquid (such as champagne or champagne-flavored liquors) or a substance that is either liquid or solid (such as wine or mints), and the object has advantage on the saving throw. The price is in addition to the spell’s price, so items with lower prices are less likely to be dropped by hungry soldiers. Funeral. You touch a corpse, returning it to life and shedding some of its organs and equipment. The target’s body decomposes into small bones and flesh-replenishing substances called living beings. The target’s soul is free to reincarnate as a creature or as a zombie, and it can’t be disowned or subservient by another creature. Necromancy
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. When the cube was created, the difference was 1d8 + you spell level. Roundtriangle. You touch a circle that is no larger than 10 feet in any dimension. Round two, there is a cumulative 5 percent chance for each touch that a part of the spell’s life is lost. This spell makes the circle disappear when the spell ends. The missing part of the spell’s life is then gone. Illusion
Ensntalice
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube. Roll a d4 for the direction: 100 miles, 60 feet north. Gusts. A wind picks up within the cube. Roll a d4 for the speed at which the cube moves, and the cube is restrained until the spell ends. This spell has no effect on or grazing existing ones. Part Water. You cause a point of water within range to boil away. A boil lasts until the spell ends or the cube is reduced to 0 cubic feet or more. A creature that starts its turn in the area and is already under the effect’s effect water gets stuck in the lake. A creature that ends its turn in the area and is already under the effect effect water gets stuck in the lake is also affected. Redirect Flow. You cause a flow of water in the cube to move in a direction you choose, even if the cube is in an unoccupied space such as the one you created for it. The water in the cube moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The cube moves just as you direct it, but it doesn’t move into or out from you. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Transmutation
Ensntalice TransmutationEnsntalice
Casting Time: 1 action
Range: Unlimited duration
Duration:
Choose a spell of 6th level or lower cast on an area within range to permanently deafen a creature in a 60-foot cube. A creature of Medium size or smaller in that size must make a Wisdom saving throw. On a failed save, a creature is deafened for 1 minute. On a successful save, the creature is transported to a different location that was previously obscured by a spell, such as an earth or fire spell or by a mist created by a powerful enough to overwhelm a creature. When a creature of Medium size or smaller in that size damages a creature, it makes a Wisdom saving throw against the spell. On a failed save, the creature is transported to another location that is not obscured by a spell or by a mist created by a spell of 5th level or lower, or by a force field created by a spell of 6th level or higher. If the creature’s size or the field’s capacity allows, the creature vanishes from that location, returning to its home plane after 1 hour. Transmutation
Ensntalice
Casting Time: 1 action
Range: Unlimited duration
Duration:
This spell creates two types of objects that are worn and carried by willing creatures. One object, a hand or footstool, appears on the floor and is carried by one creature to the surface on which it lies. The second object, a piece of flesh or a muscle, appears in the air or on the ground. When the second object appears on the surface, it is held or carried by the creature who created the surface and must succeed on a Dexterity saving throw or carry the piece for the duration. The piece remains when the creature drops to 0 hit points. The piece can be carried by a creature and carried by an unwilling creature. You create two identical pieces of flesh or a muscle, or a magical piece of flesh and a bone. You create a magical piece of flesh or a lump, a piece of flesh and enough fat to sustain a creature for weeks on end. You animate two identical pieces of flesh or a muscle, or two identical pieces of flesh and enough fat to sustain a creature for weeks on end. The pieces can be restored to their original places of origin, with the exception of magic weapons or magical tendrils that keep them aloft or w wings. The magic weapon or weapon part can be restored to its original place of origin if the creature holding or carrying it is holding it. That creature can use an action to repair the magical piece, which drops to 0 hit points. Once repaired, the piece can be wielded or carried by a creature of one size or smaller; providing it isn't worn or carried by the creature carrying it, the piece isn’t worn or carried by the creature carrying it. Wands You make two different versions of your war axe, using a power different from your’s normal weapon. The first, a double-bladed axe made of hard thread, cuts through flesh and leaves behind a blast of acid and cold energy coursing through it, forming a cone of corrosive energy centered on a point you choose within 120 feet of you. The cone lasts until the spell ends. The second, a half-bladed axe made of bone and flesh, cuts through flesh and leaves behind a crackling blast of lightning energy, forming a cone of crackling, wall of fire in a 60-foot cube centered on that point. Such a cone can be destroyed by a spell of equal or greater level or a spell of equal or higher tier. Either way, the cone is a blast of lightning within the meaning of your spell casting. It deals 3d6 lightning damage to each creature within 5 feet of the point you chose when you cast this spell. Conjuration
Ensntalice
Casting Time: 1 action
Range: You create a magic circle on the ground at a point you can see within range. Until the spell ends, a creature moving through the circle must succeed on a Strength saving throw or drop the circle if it moves. The creature must then repeat the saving throw, which requires 3 feet of movement. If it succeeds, the circle appears in an unoccupied space within 30 feet of you. If it fails, the spell ends, and an antimagic field 20 feet thick surrounds the circle. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional green orbs on the ground at the same spot every day, for 9 days, requiring 3 feet of movement.
Duration:
Transmutation
Ensntalice
Casting Time: 1 action
Range: You create an object that takes 1d6 poison damage when it enters the spell’s area for the first time on a turn or starts its turn there. If you cast this spell multiple times, you have a cumulative maximum of 120 additional uses of this spell's normal effects. If you cast this spell multiple times, you have no cumulative maximum for itself. The spell creates a poison that ignites flammable objects that pass by it and that have a range of 5 feet or less. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration:
Poison
Eser Wold
Casting Time: 1 action
Range: 0130
Duration: 1 Hour
A creature you choose within range, other than you, appears in an unoccupied space on the ground in the DM’s space for the duration’s spell. The creature can be a creature, a solid object, or a mass of stone. Magical steeds and roots sprout from the creature’s space, and it creates flying debris if it can’t see. The creature flies if it can. It uses all of its movement to fly toward you, up to its speed against spells and other creatures. If it must fly to reach a destination or to deliver a message to another creature, the creature uses its movement to move with you, up to its speed against spells and other creatures, if it can. Evocation
Eser Wold 01. Round ends. Eser Wold 01./S05E04ゴンゴンゴンゴンEser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A creature of your choice that you can see within range regains a measure of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a vortex that lasts for the duration, up to ten feet in diameter and composed of threads. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried securely. Any creature that ends its turn within 15 feet of the vortex must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The vortex is nearly invisible, requiring an opaque container to hold it and to contain its mass. Any creature not within 30 feet of the vortex must make a Strength saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature blinded by the vortex can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it takes half as much damage and isn’t blinded. A creature blinded by the vortex can use its action to use its action to make a Wisdom check against your spell save DC, if the creature is within 30 feet of it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a ward against magic attacks that can make it impossible for you to cast spells or to use magic items. Choose 1 of the following effects that you can see targeting one of the following creatures: 1. Your body language conveys the direction in which the spell is performed
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a shimmering object within range that lasts until the spell ends. The object is a construct, made of wood or stone and has the following properties: Medium size and weight are no larger than Medium creatures. When you cast the spell and choose an object made of wood or stone, you create a shimmering object of Medium size and weight, made from a material you choose that isn’t of a material kind known to the creature. The shimmering object is made of light and heat, and bright light and cold damage no more than 5 light years. The shimmering object remains for the duration, or until another spell of 3rd level or higher activates. If you cast this spell and choose an object made of stone or wood, you create a magical stone that lasts until the end of your next turn. It is made from soft materials and emits light and cold damage no more than 5 light years in duration. Transmutation
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create or replace the words on the wall, and one of them becomes unbreakable. If there were any visible barriers between the walls of the wall and the ground within when you drew the parchment, one of those barriers would be destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates or replaces a barrier between you and the wall in an unoccupied space that is within 5 feet of it. The barrier is a magical barrier made of stone. If any creature enters the barrier to enter the spell, or enters the spell or its object into the barrier while in its space, any creature in the area and trying to open the gap must first speak a curse word. Nonmagical barriers made of stone fail to work and have a 25 percent chance of breaking before it expires. The barrier can’t close a magical barrier created by a curse spell. A barrier created by a curse spell can and must still hold a magic item. A barrier created by a spell can and must remain sealed within a magical lock spell. A spell that creates a magic door or opens a magic trap creates such a trap. To open such a trap, a creature must succeed on a Dexterity saving throw or drop an object or open a magic door created by a spell used to open such a trap. When such a trap opens, a nonmagical creature attempts a Dexterity saving throw or take 5d10 acid, cold, fire, lightning, or thunder damage. A creature takes 5d10 cold damage at the start of each of its turns. On a successful save, a creature is immune to this damage until it drops the object or the magic door. A nonmagical creature that succeeds on the save is immune to this damage. You can see through a barrier created by a spell you cast to see through a corridor created by another spell. The corridor is 1 mile long, 5 feet wide, and 15 feet tall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional steps for you. You can choose one of the steps’s other side (occupied spaces are excluded from the attack and damage calculations), and then place your finger through the corridor to enter the second (and only) staircase. You can’t move through the second staircase unless you are wearing a bard symbol or using a bonus action to speak the line. You cannot move through an opening created by a bonus action on your turn. You can’t move through a bonus action on your turn if you are incapacitated. You can create a duplicate staircase by using a spell slot of 4th level and 1st level spells, 11th level spells, or 11th level spells, 3rd level spells, or 1st level spells. Once you have done so, you can reroll any dices required to create a staircase. A staircase created by a bonus action on each of your turns can be created again if the bonus benefit is enough to complete the turn. Stunning. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You teleport yourself to an extradimensional space you choose within range. You instantly teleport all creatures you can see within range, who remain temporarily trapped within the extradimensional space, if any, and appear at a random location within 10 feet of the location you chose. The nearest such location is 25 feet away where you cast the spell. You can use this teleportation spell on creatures trapped in the extradimensional space or who are unable to see or hear you. To teleport to an extradimensional location created by this spell, use teleport(lunar, invisibility, dimension door) or cast teleport teleport (tongues, land) on the creature. You must be within 5 feet of the creature when you cast this spell, or the spell fails, leaving behind a trapped creature. Conjuration
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 4 Hours
This spell creates a magical link between an unwilling creature and its willing companion. While the spell was on a creature, if the creature was already an unwilling creature when it cast the spell, it might still be so if it chose to do so. For the duration, the enchantment on the target acts the same on both of its unwilling components. When the spell ends, the creature chooses a new form, and the linked creature is no longer bound to the target. The magic link serves as an illusion that an unwilling creature can use to its advantage against other creatures, especially strong or unarmed creatures. Enchantment
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 6 Hours
Choose one creature’s sensory organs or limbs; either as a mass of sensory hairs or as strands of fur. The appendages are composed of two to six threads, each about 1/2 inch long and 1/4 inch wide. The threads end in tiny, serrated points within the material that are 1/4 inches thick. While the threads are in motion, you can use your action to create a loud groan and send the threads flying. Each creature that ends its turn in this way must succeed on a Constitution saving throw or take 6d4 psychic damage, and the spell ends for that target. Illusion
Eser Wold
Casting Time: 1 action
Range: 10
Duration: 8 Hours
You create one of the following effects within range. You choose the effect. When any creature within 5 feet of the effect sees the effect, it perceives it as a hostile creature whose Intelligence score is 4 or lower, and whose frightened condition reduces it to exhaustion. The creature’s Wisdom score is 0, and its Strength score is 0. The creature recognizes you as a friendly creature and pursues you to the nearest creature for aid. If the creature ends its turn in a location where it doesn’t have line of sight to the effect, the creature immediately turns until the creature sees you. This effect persists for 1 hour, or until you use an action to dismiss the illusion. Necromancy
Eser Wold
Casting Time: 1 action
Range: 10
Duration:
A moment of silence for those affected by the Daylight spell. Enchantment
Eser Wold
Casting Time: 1 action
Range: 10
Duration:
Conjuration
Eser Wold
Casting Time: 1 action
Range: 10 Days
Duration: Duration: 60S (N)
Instantaneous Transmutation
Eser Wold
Casting Time: 1 action
Range: 10 days
Duration:
This spell allows a mortal who dons the clothing of a celestial, celestial beast or a celestial other than a celestial to appear as a celestial in order to appear in another location and appear to the spell’s caster as a celestial. The celestial appears in the manner of a celestial, a celestial beast , a celestial humanoid , or a celestial ocelot , though it appears in random locations around the game table. A celestial appears in a location other than as a celestial by casting this spell, such as a shop, temple, or a brothe. Divination
Eser Wold
Casting Time: 1 action
Range: 10
Duration:
You attempt three melee spell attacks with a weapon in a hand slot open to you. You make the attack with advantage, and have the opportunity to do so prior to the spell's duration. When you do so, you have the opportunity to regrow your hit points. When you do so, your weapon widens into a magic saber with 5 bolts drawn, and the saber sheds bright lightin addition to your normal effect for 3 rounds. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation
Eser Wold
Casting Time: 1 action
Range: 120
Duration: 1 Hour
A creature of your choice that you can see within range regains a number of hit points equal to twice the hit points of its normal form. Whenever a target takes damage or is targeted by another spell, a spell, or a effects spell, this spell automatically restores hit points equal to 5 + your spellcasting ability modifier. This spell can’t be instantaneous or in the spell’s area. Conjuration
Eser Wold
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell creates a magical link between you and your closest living relative. You must be close to the target and you can connect using either magic door or magic door spell, or both. You create a magical link between yourself and the magic door or the door, or create a magic circle on the floor of which you can connect. You can direct the connection between you and the target, even if the magic door or the magic circle is off-limits (for example, you can direct the connection between yourself and a sleeping target if you are already asleep). The magic door or the magic circle can be removed using a successful dispel magic spell cast on the target. Conjuration
Eser Wold 13Eser Wold
Casting Time: 1 action
Range: 13
Duration: 1 Hour
A shimmering hand appears on each creature that you choose within range. The hand lasts for the duration or until you use an action to dismiss it. Choose up to three creatures you can see within range and moves with and through the target. The hand disappears when it reaches 0 hit points, and you can use another action to dismiss it again with disadvantage. Illusion
Eser Wold
Casting Time: 1 action
Range: 1/day
Duration:
A wizard who has studied magic for a long time knows that casting curses and raising children requires a significant sacrifice. The sacrifice requires both magic and material possessions, but it can be performed as an activity. An activity in which nature or man is cast to aid a creature in achieving its end falls under this section. Casting this spell requires a material component worth 100 gp, divided equally among the two spells. For each creature in the spell’s immediate area that I cast this spell, I make a DC 20 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute and must use its movement to move to a different spot on its surface, rather than the DM’s choice. A frightened creature moves only half as fast as a normal creature’s movement. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect one additional creature for each slot level above 4th. CategoryWitchform Duration 24 Hours This spell grants the warded status to any nonliving being within range who attains the lowest level of protection from death he or she can see. You choose whether the target becomes undead or becomes an undead creature, and how long it takes to establish the status. You can specify a time and place’s duration, though it must be no more than 1 hour. It can also be a name or a title that doesn’t exist, but counts as an alternative title in the creature’s mind. The spell ends if the target drops to 0 hit points. The creature’s remaining hit points are shared among all zombies and undead. The spell activates only on the creature that has become undead, not on that target. If the creature becomes an undead creature, it returns to life with 7 hit points. The spell’s effects last for 1 hour, if the target is sleeping. On a successful save, the creature takes 6 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Choose one creature that isn't incapacitated. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the target takes damage, it takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You gain advantage on Wisdom (Perception) checks made to see if a creature is aware of the presence of a certain object or person. A creature can use its reaction to determine whether it is aware. A creature can also determine whether it is aware of an object or person that is within range. A creature can make a Wisdom saving throw to avoid this effect. If the creature succeeds on the saving throw, the spell ends. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
1 HourYou touch a creature and cause it to become charmed or frightened. The charmed or frightened creature must make a Charisma saving throw. On a failed save, the creature takes 10d8 damage and must roll a d10 and add the number rolled to the attack roll. On a successful save, the creature takes half as much damage and does half as much damage as normal. 2 Hours 60 Concentration, up to 8 hours You touch a creature that is charmed or frightened. The creature must make a Charisma saving throw when it makes a Wisdom saving throw. On a failed save, the creature takes half as much damage and does half as much damage as normal. If the creature fails the saving throw, it must roll a d10 and add the number rolled to the attack roll. On a successful save, the creature takes half as much damage and does half as much damage as normal. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
You touch a creature that you can see within range. The target must make a Constitution saving throw. On a successful save, the target takes 1d8 force damage and is restrained until the spell ends. On a failed save, the target can’t be charmed, frightened, or possessed. 2 Hours 1 Hour You touch a creature that you can see within range. The target takes 1d6 psychic damage. On a hit, the target takes half as much damage. If the target is under the effect of a 1-foot-radius burst, the spell ends. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round
You touch an object and give it sufficient force to move. The object becomes a statue for the spell’s duration. The statue is tall and thin, and you have advantage on Strength checks to move it. It becomes a statue when you cast this spell. The statue can be destroyed by a ranged spell attack or an attack roll against your choice that deals damage, and it falls to the ground if it isn’t on the ground when you cast this spell. Abjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration: 60
You cause runes to appear in your space. A rune appears in the space of one creature you can see within range. When you cast this spell, you dismiss all terrain within it as a 60-foot-radius sphere centered on you. The sphere is nonmagical in nature, and any creatures within it are subjected to the same spell's effect as normal creatures. Any creature that can see the sphere must succeed on a Dexterity saving throw or take 10 radiant damage, or half as much damage on a subsequent roll. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature that you choose within 120 feet of you becomes immune to being frightened during the spell’s casting for the duration. While the creature is frightened, the spell ends, and the spell can no longer target you. An immune creature becomes charmed by you even if it is immune to your other spells. Divination
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
A creature you choose can’t take an action on your turn that reveals itself to you. You choose one creature that is hostile to you and that is within 5 feet of you. The target takes 2d8 necrotic damage when it deals it the lowest hit point it can’t defend against a spell of 1st level or lower. Until the spell ends, the target floats gently toward you and is immune to its weapon damage. You can also target one additional creature for each target affected by the spell. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
A force that surrounds you increases your AC, a speed equal to your level, and proficiency with all damage types above Celestial. Abjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
A white marble appears on the ground within range and floats toward a creature when you choose it. When the target first enters the portal, it can make a Wisdom (Perception) check against your spell save DC to be charmed. If successful, the target becomes charmed by you for the duration. The charmed target also receives your verbal commands and recognizes your voice as such. If you cast this spell while unconscious, its condition becomes a mental checklist for you to track throughout the duration. Once determined, the mental checklist becomes part of the spell. The mental checklist can be changed at any time by you. A creature with a mental checklist as its mental condition determines can benefit from being charmed as a temporary effect. Creatures with a list of mental conditions as its mental might otherwise stipulate that you are mentally ill. You can determine the mental condition of a creature with a mental checklist from there. You might mentally state that a creature doesn’t know its own name, or you might point to an example of a creature’s mental state as an advantage in combat. If you w ill have the mental condition altered, you might cause the creature to reveal its name, to appear monstrous, or to have a bizarre habit of attacking other creatures. You might further alter its mental state so that its mental checklist becomes a mental checklist for the duration of the spell. This change also allows you to affect the mental condition of creatures with a mental checklist that you feel is appropriate. For every 5th level you possess, you can alter the mental condition of one additional creature for every 5th level you I possess. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose one object you can see within range. The object can be a piece of magical material (such as a book), a spell slot, a piece of magical construction (such as a door or a large chest), or an obviously harmful spell. When you cast the spell, you can make any spell you cast against the object. Alternatively, you can dismiss the spell and banish the object to the ground, effectively removing all magical energy used up by it. If you cast this spell over a long period of time, the magic consumed by it is drained, and if it is activated from within you may instead deal an extra 1d6 extra damage of the type you chose. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose up to three objects you can see within range. You imbue any nonmagical object you touch with a protective magic that lasts for the duration. The object is strong enough to block most attacks and can’t strike you. If you cast this spell without first preparing a protective magic item, the protective magic lasts for the duration. The protective magic is a spell of level one or two, provided that it targets only one creature or one object. If you cast the spell without first preparing a protective magic item, the protective magic lasts for the duration. Small or smaller object’s base AC is 30 hit points, and objects smaller than that are affected by the protective magic have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 2 days. When you cast this spell using a spell slot of 3rd level or higher, the duration is 5 days. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
For the duration, you can move up to 20 feet on a side by one creature you choose within range. The switch lasts for the duration. You can use your action to move up or down one of those rows. You can use your action to do the same, but the shift must come from behind you. As an action, you can move up or down one of those rows. You can use your action to do the same, but the shift must come from behind you. As an action, you can move across the floor (including up to 10 feet) or across a set of stairs (including 10 feet). Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous
This spell attracts and protects undead. Choose one creature within range, along with one willing creature of the same type as you to the effect of a target spell or a spell of 5th level or lower. The target must be within 10 feet of the target when you cast the spell. Until the spell ends, the creature sees and hears the sound of the charm, and it can make Wisdom saving throws to resist it. The creature is friendly to you and any creatures it harms. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a Medium or smaller creature to appear in an unoccupied space within range and disappear within 10 feet of it as a bonus action. The spell creates noxious vapors, causing them to erupt in harmless flame. The vapors are audible through walls and ceilings, and they cause no damage. When you cast this spell, choose a point within 120 feet of you that you can see. You can see a vague outline of an object described in colored light, or you can perceive a particular shape or color of wood or stone. You can also perceive any and all things visible in that area, though you must be within 120 feet of the target object or within reach. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows you to create a ward against spells targeting a specific creature or nonmagical object that you can see within range. Choose up to three willing creatures you can see within range and then let go of them. Creatures that see the creatures that created the ward automatically fail the spell and are blinded for 1 round. An unwilling creature can be affected only by one of the two effects described below at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional willing creature for each slot level above 5th. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell can affect up to ten creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for 1 minute and then take 1d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magical bond between you and a creature you choose within range. The creature must be within 60 feet of you when you cast this spell, and the bond lasts for the duration. If you cast this spell on the same creature or several others, the spell ends. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a magic trap within a nonmagical creature that lasts until the end of your next turn. When you cast the spell, choose a point on the ground within range. You can place a wicker ceiling or a panel made of wood between the ceiling and the floor of the circle, which rises to a height of 10 feet above the ground. No more than 6 feet of rope or 2 inches thick hangs between the two points, requiring a DC 20 Strength (Athletics) check. You can also place a rope trap under a rock, a rope trap created by a trap created bonfire, or another trap that makes use of a rope or snowboard. If you create a trap created by a trap created bonfire, a rope trap created over a fire, or a rope trap that makes use of a fire pit, a rope trap causes a bonfire to open within 10 feet of the bonfire. Each creature that enters the bonfire must make a Dexterity saving throw. When the bonfire ignites, any nonmagical flames that were created or created by the trap (such as from a magic circle or by casting a spell) explode onto the ground, and creatures must make the saving throw with disadvantage. A bonfire created by a trap, bonfire, or similar successful against a creature requires a DC 20 Strength (Athletics) check made against your spell save DC to escape. When a bonfire damages a creature, it explodes. As a bonus action, you can move or spend 1 foot of your movement to a point within 1,000 feet of it. There, you can use your action to move or spend 1 foot of your movement to a point within 500 feet of it, causing it poison for 1 minute. The spell ends if you use your action to move or spend 1 foot of your movement to a point within 500 feet of it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates an invisible wall of shimmering metal and emits it in a 100-foot radius centered on the point where you cast the spell. This wall can be damaged or barred instantly, but the spell fails and no magic attacks or spells are cast on it. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 piercing damage and is knocked prone. At the start of each of its turns, a creature that fails the save must succeed on a Strength saving throw or become restrained in the wall for the duration. A restrained creature can use an action to make an attack roll with a weapon (DC 20) or using a bonus action to throw a weapon (DC 20), and that attack rolls are made with disadvantage against the wall. The restrained creature can use an action this turn to move the wall up to 30 feet in any direction. Once the wall moves, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 cold damage, and it has disadvantage on attack rolls against targets within the wall. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a portal to a higher plane that extends within a 10m cube. The portal is open to the public but requires a Wisdom (Perception) check against your spell save DC to enter the portal. You must have seen the portal before to enter the portal; you must have seen the portal in the space it interweaves within. This portal is an illusion made of stone. When opened, the portal leads to a secret entrance to a magical plane within range. Each creature in the portal’s space must make a Wisdom saving throw. On a failed save, the creature is transported to the nearest visible plane of existence. The creature’s plane of origin is determined by its level of divination, determined by its class (if any), and deals magical damage equal to your spellcasting ability modifier at the start of each of its turns as normal. The portal is blocked by an inset, making it difficult to approach. The portal is wide Open and Blast Furnace. The portal is opaque and lasts for the duration and can contain up to 40,000 cubic feet of solid ground and 10,000 cubic feet of solid floor. The portal can be pulled apart, forming an opening as deep as 40 feet deep. When closed, the portal leads to a magical portal that is 1,000 feet tall and blocks a teleportation circle created by this spell. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a shimmering orb around yourself at a point you choose within range, and creates a protective aura around it that lasts for the duration. Alternatively, you can make the spell illusory; you can use this spell only when the orb appears and lasts until you dismiss it as an action. If you cast this spell outside of combat, if you have deaf ears and have seen the orb devour a willing creature, that creature must succeed on a Wisdom saving throw or take 12d6 necrotic damage. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates or distorts magical energy within 30 feet of you for the purpose of creating or destroying objects on the ground or on a floor. This energy can be divided as magic items within those items and used to create or destroy other objects, creatures, or things. The produced or destroyed objects, creatures, or things can’t be harmed. Each object created or destroyed must be within 30 feet of one of the created or destroyed objects, creatures, or things. If the object created by this spell would damage a creature, it must succeed on a Dexterity saving throw or be destroyed. Thus, a creature that successfully saves throws at least 1d3d6, or a creature that is hit by a harmful spell or that is restrained by a spell or that casts a harmful spell, can roll a d8 to determine its magic item’s magic item’s current damage type, as determined by the DM. If a magic item has the lowest level of magic item magic item’s damage type, the creature is limited in its attacks and spells can’t cast spells. A restrained creature (or a creature that uses a staff that has it) can use its action to make a melee spell attack against a creature it can’t hit with a spell or attack, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Illusion
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants access to an area of magic you choose within range. You create or direct the flow of water in the area and control the temperature and moisture in the area. The water can be clean, dry, or even oozeable, requiring little or no shaping. The water doesn’t need brewing or churning to serve your purposes. If the water is too cold for your purposes, it can evaporate allowing you to create condensation on the ground surrounding the area, creating an air bubble. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants the creature’s resistance to damage up to half as strong as normal for the duration. At the end of each of the target’s turns, it can make two Strength checks. As a bonus action, it can move up to 30 feet in a straight line. It does so at the DM’s option. If the creature moves when the effect ends, it automatically reverts to its original position, and any temporary wounds it places within 1 mile of the location it left immediately after being affected by this spell are removed. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
Transmute one object within range that you can see within range. You change appearance, clothes, and skin tone, and, if you are human or a beast, gain proficiency with one of the following equipment checks: Armor, Feather, Gems, or Weapons. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to bind a willing creature you touch to an extradimensional space that you can see freely on the other side of the barrier. An extradimensional space can be as small as an 8-foot cube or as large as a 30-foot cube. When you cast the spell and as the creature exits the extradimensional space, and the walls, or spells, other than those created by the spells that make up the space, extend out from the extradimensional space. For the duration, the extradimensional space is composed of up to ten 5-foot cubes whereas a single 5-foot square solid mass of air is created. Each cube of extradimensional space is connected to a different plane of existence (20-foot-by-20-foot cube is considered a floor or a ceiling), which is a different dimension (up to 10 feet), or a sort of magical seal (up to 20 feet deep, 20 feet thick, or a sphere with a 30-foot radius on the ground). When a creature enters a sealed space for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, it isn’t affected by this spell for the duration. If the sealed space is ever breached or a trap makes its way in the sealed space, the creature is either slain or banished to the nearest unoccupied space on the same side of the barrier as the portal. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to create a shield of light or a shield of darkness that appears on the ground in a 5-foot cube. A spell of 6th level or higher can create a shield of light or a shield of darkness that appears on the ground in any square and on the ground in a 5-foot cube. The shield must be on a solid surface and has a 60-foot cube. The shield appears to be translucent and has an AC 15 bonus to AC against attack rolls made against it. The spell ends if you cast this spell again. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You bring forth an illusory creature form that lasts for the duration. You can specify a simple design, such as an armor made of iron, stone, or obsidian, to appear as a glowing, transparent head, or a skeletal, skeletal, or a transparent hand. The creature carries with it a simple, crude tool used to make the creation of the tool. To create the crafted tool, the creature must be within 100 feet of the tool or the container it is made from. The craftsmanship level of the crafted tool drops to 1, when you cast this spell. You can craft one additional tool to appear on the bottom of a chest or a large chest, granting you the same bonus to attack rolls as a bonus Material Component check. When you craft a simple and crude tool, you also create a simple, crude tool created by the same spell. You can craft one additional tool created by a spell slot reduction, a bonus action for you or one created by an effect, such as the enhancement magic stone, that reduces the trinket slot to none. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You cast this spell when you take 8d6 lightning damage and another 8d6 thunder damage damage damage. Magic Weapon
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause a statue of the Serpent to rise from the ground and hover with it for the duration. The statue disappears from the statue when you cast this spell. The statue appears in an unoccupied space within range and lasts for the duration. While in the statue’s hovering form, any creatures that the statue w as able to move and were within 5 feet of it when you cast this spell can’t willingly move away from the statue as it rises. Any creature that w as able to move and was within 5 feet of the statue when you cast this spell can’t willingly move away from it as the statue rises rises. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause hedgelings to form around a target or creature and animate up to ten hedges. Each hedger is 1 foot in diameter and is 1 inch thick. Any creature that you choose must make a Strength saving throw. On a failed save, a creature takes 8d8 necrotic damage and can’t use its action to leave any hedges. A creature that leaves a hedger destroyed by this spell must roll a d 8 for its die to count as damage against the creature’s attack roll. If you roll a 10 or a 12, the creature takes 8d8 necrotic damage. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause up to three pillars to erupt from the ground in a 30-foot cube within range. Each pillar has AC 5 and 30 hit points. Each pillar must be within 30 feet of one another and within 60 feet of another creature. Each pillar also has AC 15 and 30 hit points. When a pillar expires, it extends its reach in a 5-foot-radius, 30-foot-high beam toward a point within range. If it does so, that point is affected. An affected point must be within 5 feet of a pillar when you cast this spell, and that point must have its spell slot open. For the duration, that point can’t be more than once on the plane of existence you’re on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You conjure a phantom servant, appearing to be an owl, an owl with a wing, or a robin with a tail. You choose which kind of owl you summon. You can also create a phantom servant by raising your phantom weapon with a melee attack, and if your attack deals damage to any creature within 30 feet of it, you can raise your weapon by using its full attack bonus. On a hit, it deals an extra 1d4 damage of the type you choose on a first strike attack you made with it. A phantom servant also creates a false alarm if you have one, if it can hear you, if it can see within 30 feet of you, and if it can see the Ethereal Plane (the only plane through which you can travel). Illusion
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical, magical link between yourself and a target. Choose one creature you can see within range, and that creature must succeed on a Wisdom saving throw or take 4d6 psychic damage. The target must then willingly make the saving throw at the end of each of its turns. On a successful save, the target takes half as much damage from psychic damage and no more. The spell ends on the target if it has already ended its turn on a different plane of existence than your current one. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic circle and a radius of 30 feet centered on a point within the circle that you can see within range. The circle is difficult terrain and can be difficult to enter or exit. A creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the circle. A target can use an action to make a Strength (Athletics) check, or it can use an attack roll against the target to determine if the creature succeeds or fails on the check. If the target succeeds, it becomes charmed or frightened, and the circle lasts until it is completely worn or worn down. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create an aura of silence within a 5-foot cube. You need no more than a ‐8‘ radius to cast this spell. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create an undead corpse that regains hit points equal to 10d8 + your spellcasting ability modifier. The corpse is a corpse (dungeoneer's log, miniature version of a minotaur or warhorse) and moves at your command automatically until the spell ends. The corpse instantly drops all undead within 30 feet of you if it so chooses, and the spell ends when the skeleton disappears. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a piece of parchment that appears in an unoccupied space within range and that you decide is appropriate for use by you in regard to a task within 120 feet of it. The piece of parchment must be written in a writing spell of 4th level or lower, and it is an ordered, verbal message that must not be over-emphasized. If the part you use as the starting material for this spell isn't a magic parchment, it is a magical image that can be created by the same spell. When you create the magical image, choose any of the following options for what appears as a short message within 3 feet of the target. Choose a message word. The message word appears within 3 feet of the parchment, and you can cast this spell on the text in that space. When the spell ends, the magic image disappears. You create a magical effect that temporarily transforms a creature of the same gender from one form to another. If you target a creature, it must make a Charisma saving throw; on a failed save, it takes 14d6 + 30 penalty to the spell’s ability scores. On a successful save, the target gains the ability to be both man and female until the spell ends, at which point the creature can either become a female or assume a different form. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a shimmering object that is made of wood or stone. The object can be a door, a chest, a room, a platform, or a pillar. It can be up to 10 feet high, up to 20 feet wide, and 1 foot thick. It has a diameter of 5 feet and a height of 20 feet. The object can be carried up to 30 pounds. The object can be torn apart or broken in half. The object is immobile and can be damaged. The spell ends if you use an action to dismiss it. The object can be restored to its former form by dealing with another shimmering object within 60 feet of it. If the object would shatter if struck by a spell, the spell could be dispelled. If the object would shatter if struck by a spell, the spell could be dispelled. The spell could target undead or constructs, or the spell could target an object found in an area hostile to it. Illusion
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a spectral guardian within range and grant it the ability to protect it. While this guardian protects an area of stone or mud covered with dirt, wooden beams, or spikes, you cause the guardian to erupt and create a pillar of earth at the targeted point of impact within 5 feet of it. You can make a nonmagical spell attack against the guardian by hitting it with an attack of opportunity or by targeting a different spell of 8th level or lower. On a hit, the target takes 8d12 thunder damage and is pushed 5 feet away from you in a straight line. At the end of each of its turns, it can repeat the attack within 60 feet of it. Storm Bolt 90 Concentration, up to 1 minute One hundred bolts of lightning erupt from your hand and strike down one creature of your choice within 30 feet of it. Each bolt deals 1d4 lightning damage to the target. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. Each creature that fails its save against this spell has disadvantage on attack rolls of its choice. When the spell ends, the lightning flashes green and spreads to cover the ground and to adjacent rooms of the same kind being built. When the spell ends, the spell ends, and the creature can make a Constitution saving throw to restore 1d6 hit points to itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created decreases by two for each slot level above 1st. Thunderclap 30 Instantaneous This spell sends all prepared materials flying toward a creature of your choice that you can see within range. Each creature that targets a creature with this spell must make a Strength saving throw. On a failed save, the target takes 6d8 thunder damage and 20 feet of falling snow. At the end of each of the ’’s turns as a bonus action on each of its turns until the spell ends, the target can make a Constitution saving throw to break the spell's arcane inscrption. At Higher Levels. On a successful save, the spell ends for this spell. Each creature that succeeds on the save is stunned and stunned for 1 minute while stunned or being worn or carried by the spell. Thunderbolt, Splash, and Splash 30 Instantaneous Choose a nonmagical weapon or ammunition that you can see within range and that fits within a 5-foot cube. You create two 1-foot deep blasts of lightning that strike at once in a 5-foot radius and have a range of 300 feet. Each creature that ends its turn within 5 feet of a point you choose within 300 feet must succeed on a Dexterity saving throw or take 1d4 lightning damage (your choice when you create the weapon or ammunition). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Thunderclap, Slam, and Stomp 30 Instantaneous You create a momentary circle of lightning, a spark, and a tiny ball of acid that fills a 15 foot cube originating from a point within range. Each creature in that area must make a Dexterity saving throw. When you cast this spell, you can create a new fireball, a trinket, a ring, or a magic circle, as well as create a new damage type and a new type of ammunition for the weapon you made when you cast the spell. These effects last for 24 hours. The spell ends if you dismiss it as an action or if you cast it again, if it is cast again after attaining full health, and if you cast this spell again after using it again. You can also issue a command to the creature using the same effect, only using different ones. While a new creature is created and commanded to create a new spell, spell, weapon, or other magical effect, the spell ends, regardless of which creature uses the spell. Instantaneous You utter a breath weapon, which, when launched, explodes in a 20-foot cylinder centered on the weapon and reaching a height not exceeding 100 feet must be deliberate. The creature must make a Strength saving throw. If it succeeds, the weapon damages none of its hit points. The weapon also emits a low hum, audible within 30 feet of the target, that repeats for 1 minute. The spell ends for a creature with a Wisdom score of 3 or lower. If a creature with a score of 5 or lower successfully saves against the weapon, the spell is dispelled. If the weapon damages more than one creature or object within 60 feet of it, the weapon deals 1d6 lightning damage to that creature or object, and the spell ends. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a spectral servant on the ground, hovering at the feet of your warded master for the duration. When you cast the spell, roll a d8 and assign a minimum number of hit points to each creature within range that you choose for the duration. For each creature, assign its own maximum hit point, which must be equal to the hit points of the creature that performed the spell, or an equal number of such creatures. For each creature, assign its own maximum hit points, which must be equal to the maximum hit points of the creatures that performed the spell. The creatures are connected by a thin cord that cuts through the flesh of the creature to the skin of the warded master. The creature’s hit point maximum must not exceed 5d6. If at any time the creature regains hit points from another spell of level I or II or below, that spell's version of the spell reasserts its connection with you, and the cord is dispelled. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a wand of magical energy, or a wand of teleportation that you can see within range. You can use it to teleport to another plane of existence. If you do so, you must use your reaction to teleport to another plane. You can use your reaction to end the spell on a different plane of existence, if you wish. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a ward on a creature that you can see within range. The spell allows the creature to perceive objects as if they were magical (at heart), as if they resided within a middletag or within a contiguous area (such as a wall or a ceiling). The casting requires a 10-foot radius spell slot, and you choose a material component that you are proficient with, such as wood, stone, or iron. On a casting of this spell, you also needn't make any changes to the creature’s equipment, spell list, or other information (such as casting spells or using a spell slot other than bardic or fey levels to cast a spell), but you do so only in the form of a message or a glyph. For the duration, or until you use your action to do so, you use a spell slot of one level higher than the creature’s warding spell slot. You can dismiss this spell with advantage. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or disintegrate a material object within range that is a crude construct, any manufactured stone, tool used to craft the thing or a portion of the thing’s construction that is broken or misaligned. The construct’s material component is consumed when you cast this spell. If the thing drops to 0 hit points before this spell ends, the thing falls into a pit filled with water and must make a Dexterity saving throw. The pit has AC 15 and 30 Hit Points, and it is covered with a 10-footradius sphere centered on that point. A creature can enter the pit’s area by way of a shortay or by passing by a mouth on a sward path. The mouth leads to a mouth of lava, a mouth of thickets on the ground, and up to 10 feet deep. A creature that enters the mouth for the first time on a turn or starts its turn there takes 1d10 fire damage and must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Necromancy
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or fill a trench within range. Choose a point you can see on the ground within range. If you choose a point on a level 5 or higher surface, construct two stories higher on that surface. Alternatively, you can create a trench in an unoccupied space occupied by a creature. If you create a trench over an area of nonmagical terrain occupied by a creature, the trench extends across the terrain and forms a solid wall, with an area of spell resistance between you and the trench. When you cast the spell, you choose the dividing line for the trench. At any point during the casting, you can use your action to create or fill that dividing line. At any time, you may move up or down within the trench, issuing with a shard of shard energy to the closest trench you have seen. If you do so, you take 3d8 necrotic damage. Divination
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You create or shape an object that is neither worn nor carried but that has a weight of nothing more than 5 pounds. The object remains for the duration, and can be no larger than 5 feet by 10 feet. The object has the same power and purpose as the object created by this spell, and its weight doesn't have to be heavier than 5 pounds. The object lasts for the duration, because it no longer functions as an object and is no longer held or worn by you. At the end of its duration, a creature affected by this spell can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, gaining half cover against the creature. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You establish a secret passage for up to six creatures of your choice within range, and each creature must make a Wisdom saving throw. On a successful save, the fortress erupts with lava, which spreads to 25 feet deep wherever the lava is centered. For the duration, fireballs line the lava with thick clouds of smoke to form around the entrance to the fortress. Each creature in the smoke for that duration must make a Constitution saving throw; a creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The smoke ignites creatures in contact with it, and it harms neither creature nor object. Smoke Flammable Smoke A fortress built of this material smoke is created. One solid log or pillar, 3 feet high, is the center of the fortress. Any creature or object trapped within the pillar or pillar area falls to the ground and is engulfed in smoke. Nonmagical objects not secured within the pillar or pillar area are pushed upward and create a 10-foot cube of vortexing air. Each creature in the vortex must make a Dexterity saving throw. On a failed save, an object or creature is engulfed in smoke and is pushed up to 10 feet away from the pillar or pillar as described above. Each creature in the vortex must make a Dexterity saving throw. On a successful save, it is no longer engulfed by smoke and makes a free saving throw at the end of each of its turns. Rediscovery Cordon A fortress built of this material redirection springs from a faint odor of decay in a location within range that you choose. When you cast this spell, you can create a protective fog on a target that you can see in an unoccupied space that is 4 miles away from the location you chose. The target must be in a state of no decay before you use the spell. It remains there for the duration, exposed to decay and smelling of decay. The vapor is mild and harmless. A creature of your choice that is desolated by decay must be dispelled of its spells and left to dry. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell lasts for the duration or until dispelled, at which time it is dispelled again. If you cast this spell on the same creature twice or less often, it can spend its action that turn casting the spell as part of the cast, and nothing can happen. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a god from the void to grant him the power to manipulate the air and water within a certain way within a specific area of the game. If you cast this spell from a piece of terrain up to 3 feet tall and moves at 60 miles per hour, you create one 5-foot cube of swirling air, a 20-foot cube of flowing water, or a 20-foot cube of wisps of swirling sand. You can direct these effects only by way of an unoccupied door, a cage, a place a teleportation barrier, or a place that has an extradimensional service attached to it. When you shape the air or the water for the purpose of casting the spell, you needn't make any decisions about how these effects might be carried out, except by way of guardians or servants. Finally, whenever you cast the spell from a different land, you must roll a d4 and subtract the number rolled from the roll. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the power of the dead to restore life to a creature who has been dead no longer than 24 hours. For the duration, this creature is healed of all diseases, poison, and magical afflictions that were put into place prior to its death, if the creature has one, if it has any saving throw against a spell of 3rd level or higher, and if it has the celestial gift of prophecy. You must speak your name as a creature, and any words you possess describe the truth of your life in greater detail, as with the Ehrmachte language. For the duration, this creature can speak its own language. You decide what actions the creature will take as long as it is alive, and what actions the creature will take in the event of its death. Some actions, such as opening a safe and opening an arcane scroll, can be performed only once, while others, such as opening a chest or a book, can be performed once only. You decide how many actions the creature will take and what action the creature will take in the event of its death. The creature must still be on the run from you when the spell ends. Abjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirit of an old foul-smelling beast to fill an empty chamber with smoke and drink it. Only you and any creatures you designate when you cast the spell can cast it. You can affect the smoke to create a puff of black smoke without first touching any of the creatures you choose when you cast the spell. The smoke fills a 12-foot-radius sphere centered on a point you choose within range. Each creature in the smoke when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. The smoke ignites other objects in the area that aren’t being worn or carried by creatures. A creature must succeed on a Constitution saving throw to use this spell. On a failed save, the creature takes 1d8 fire damage, and it can’t use reactions until the spell ends. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirits of living creatures, spirits that have warded themselves off from harm or who would harm them. As a bonus action, you can release the ward on any creature within 30 feet of it who wishes to remain as a result of casting this spell. That creature must also be within 30 feet of the warded creature. Abjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You learn to manipulate the air around you, making it difficult for others to see through it. You can use your action to make a ranged spell attack against a creature you can see within range. On a hit, the target takes 2d8 bludgeoning damage. The attack deals an additional 2d8 bludgeoning damage on a hit. 2 Hours You must be awake to cast this spell on a willing creature of your choice that you can see within range. You can also use your reaction to dismiss the target as a bonus action. On a successful save, the target takes half as much damage. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
Your magic grants you temporary status and control over one creature of your choice. You choose the target’s size and height. The target can be a creature of Medium size or smaller, up to a Large size bonus allows you to reach up to the target. The target also gains temporary hit points equal to your dwarf’s hit point maximum (minimum 1 hit point). When the temporary hit points run out, you are no longer limited by any temporary hit points, but you can choose a different type of temporary hit point to maintain your hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your hit points by 1 hit point when you take the Dash action, instead of 3 hit points when you cast this spell. Enchantment
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You seize the attention of one creature with an Intelligence score of 4 or lower for the duration. The target can use an action to make a Wisdom saving throw. On a successful save, the target takes 1d10 psychic damage and is blinded until the spell ends. On a failed save, the target takes half as much damage and is deafened until its next turn. Evocation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon fey spirits out of the searing flames of battle. Choose an area of terrain that you can see within range. You cast the spell there as a spell of level one or two higher, concentrating on the spell when you cast it. When you cast the spell and as a bonus action on each of your turns after you cast it, you can expend one fey spell slot to create two fey spirits named "Feather Foliage" and "Thorn Fowl." Each imbues itself with a strong wind and lasts for the duration. The fey spirits can be summoned from amongst the fey creatures you have summoned, gaining the benefits of a summon option. When you create the summoned creatures, choose two of the fey creatures as subjects or objects, using an appropriate component from the chosen fey creature class, race, or deity. The fey creatures are friendly to you and your companions. At the DM'S option, you can summon one fey creature (who lacks the elemental component) before the spell ends. Roll on the table to determine what fey creatures are summoned. The fey creatures are under the condition that they speak the password that spells are cast on them, and that they obey any commands given to them by their masters. Roll on the table to determine what commands command the fey creatures obey. If a fey creature is to become a summoned creature, it must speak the password that spells are cast on it and follow such commands as given to it. Otherwise, the fey creature becomes a summoned creature as described above, only it has disadvantage on attack rolls against targets within its reach of at least one fey spell or an open flame spell created by a spell of level one or two of the summoned spell. Enchantment
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You take one life from another creature you can see within range. The spell ends if you cast this spell again or if you choose another creature for its life. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash a beam of divine energy in a 60—foot radius centered on a point where an enemy within 30 feet of the target counts as magical for the duration, and the target takes any saving throw made against the spell’s charm spell or another spell of type chosen. For the duration, a minotaur in the area gains invisibility, darkvision, and dark tentacles, as well as an odd number of feet of tree bark gathering air resistance, as if it were a tree. The minotaur also sheds bright light in a 30—foot radius and dim light for a short period of time. In addition, the minotaur makes a Wisdom saving throw each time it takes any damage, and the duration is time enough for other creatures to recover from the debilitating effects of the spell. Summon Large or smaller beast. Cause undead to race wherever they go. For the duration, a minotaur or an antclaw or a bat-claw (if any) (if any) can’t race, and the minotaur can’t attack anything it carries with it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You unleash a magic plant that creates a protective barrier between you and a creature that you choose within range. For the duration, the plant emits a beam of radiance that spreads to 30 feet on each side of the target. This shield lasts until the spell ends. When a target is attacked while on the shield, you can deal 4d8 radiant damage to the target, pulling it to within 10 feet of you and leaving it blinded and deafened for 1 minute. When the spell ends, the shield disappears, leaving behind no energy and no physical form and no physical defense against physical attacks. It lasts for the duration and may be replaced by another spell of equal or lesser level or a nonmagical one. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You utter a command. The creature must succeed on a Wisdom saving throw or be pulled into the spell until the spell ends. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 Hour
Duration:
You utter a magical spell, imbued with it within range. Until the spell ends, you choose the aura that best symbolizes a creature’s physical and moral worth, as well as the physical characteristics of the target to which the spell applies. You can use a bonus action to cause the spell to target the same creature every day for one year. This spell doesn’t specify any magical characteristics for the creature. If the spell targets a creature, you can make that creature any of the following magical characteristics: Aegis, +1 bonus to AC, +1 bonus to saving throws, +1 bonus to attack rolls, saving throws against your own spells. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Mile
Duration:
A magical bond between a creature and a celestial being remains intact for the duration, or until the creature chooses another form of interaction. The magic in a cylinder of air or other solid surface is incalculable and illusory; the creature can use its action to mentally command the creatures magic. The creatures magic expires after 1 day. Divination
Eser Wold
Casting Time: 1 action
Range: 1 Mile
Duration:
You choose whether plants in your area grow taller or shorter. Plants appear in any size and growth height, as determined by the plant growth index (WID). For example, you can choose a plant growth index of 1.5 for tall plants and 0.5 for short ones. You can change the growth index by dragging or pinching the plant where it appears in the image. You can also change the growth index by moving plants along the growing strip. That change lasts for 1 minute. When you use this spell to plant a new plant, you must roll a six-sided die and add the number rolled to the growing area's gain or loss conditions before you can plant a new one. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Mile
Duration:
You conjure up a creature to serve as a servant magic item. You create the equipment in a manner similar to a mundane spell for which you cast this spell. The creature is nearly invisible when it enters the item, and it uses its reaction to see invisible creatures within 30 feet of it as if it were friendly fire. The creature can’t be targeted by spells and has no senses beyond those of a human servant. If you cast this spell on the same creature every day for a year, the creature might become immune to some spells and might become frightened while on the creature. Stunning. The target’s fingernails and skin become excruciatingly sharp and require slashing damage to sustain for weeks at a time. It has disadvantage on attack rolls against you for the duration. Vulnerability. The target’s flesh and bones become nearly invisible to all others. It has disadvantage on attack rolls against you for the duration. Unprecedented Ability. The target’s innate talent is to manipulate nature and creates portals to other dimensions to siphon life force out of its body. Through such a talent, the creature can siphon life force out of as little as 200 feet of movement, up to 1 inch at a time, for up to three hours. The creature can also create portals to other dimensions, but none create as many portals as the creature has access to. Transmutation
Eser Wold
Casting Time: 1 action
Range: 1 Mile
Duration:
You teleport yourself to an unoccupied space within range. You choose how much power you teleport into this spell’s area, or half as much from either place. If you teleport onto an unoccupied surface, the portal is open for the duration and all creatures entering it must first complete a long rest inside it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 1 minute
Duration: 1 minute (at a time)
You create a wand of magic energy that is similar to the one you used to cast the spell. You must know the spell to cast it. You must also know the spell's duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to ten wands. Small, medium, or large wands can be created with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to ten wands. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create up to ten wands. w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w
Eser Wold 1 MONTHEser Wold
Casting Time: 1 action
Range: 1 Month
Duration:
You gain the ability to sense the direction of a direction in space. The speed of movement is 100 feet for the spell’s duration, and you’re in a 60-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and becomes deafened for 1 minute. A blinded creature is immune to this effect. Conjuration
Eser Wold 1WIS–1WISEser Wold
Casting Time: 1 action
Range: 1 (You take 10d8 necrotic damage.)
Duration: 2 Days
1 Hour You start to manipulate the space of creatures you can see in a 30-foot-radius sphere centered on a point you can see within range. You can also make any creature you see within the sphere’s area turn into a creature. A creature is a creature of 5th level or lower. 2 Days 60 1 Hour You cause up to six undead creatures within range to become the target of one of your spells. The spell ends for each affected creature. If a creature falls dead, it teleports to the nearest place where it died. A creature can’t fall from a height of 60 feet above the ground. Necromancy
Eser Wold
Casting Time: 1 action
Range: 2
Duration: 10 Days
This spell creates a magic circle that protects against death. You touch a willing creature within range against your will, expending spell slots for a maximum of 1 minute. The spell ends if the creature is dead or unconscious. Transmutation
Eser Wold
Casting Time: 1 action
Range: 2
Duration: 10 Days
This spell creates two images: two glowing orbs within reach and a translucent stone statue that rises from the earth to be centered on it. The statue rises and falls as a permanent fixture in the room at the center. Each statue is 1 foot in diameter and stands only 1 inch high. Each statue creates two images within 120 feet of you. For the duration, a statue sheds bright light in a 30-foot-radius sphere centered on the statue. Each statue sheds bright light for 10 minutes or until it ceases to emit magical radiance. Each statue sheds dim light in a 30-foot-radius sphere centered on the statue. Each statue sheds one-inch of blue light in a 30-foot-radius sphere centered on the statue. After 7 minutes, a statue sheds one-inch of darkness in a 30-foot-radius sphere centered on the statue. Conjuration
Eser Wold
Casting Time: 1 action
Range: 2
Duration: 1 Hour
This spell creates portals that teleport you and up to eight willing creatures of your choice within range. Choose one of the following options for what appears: At the start of each of your turns, you can use a bonus action to cause an affected creature to appear in a random location within range. At the end of each of its turns, an affected creature appears and moves (within 10 feet of the portal) must make a Charisma saving throw. On a successful save, the creature disappears (though it reappears and spends the next 24 hours there) and doesn’t need to be moved. At the end of each of its turns, an affected creature can repeat its saving throw against the portal’s trap. The trap lasts until the object it affected is no longer on the loose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect of the trap increases by 2 feet for each slot level above 6th. Transmutation
Eser Wold
Casting Time: 1 action
Range: 2
Duration: 24 Hours
Create magical runes that can be cut, decorated, or torn to your heart's content. You can use one of the following effects to create runes. You can create a new rune by using an action to create a new line of fire, or by shaping a rune circle you can see on the ground. On each of your turns for the duration, you can use a bonus action on your turn to issue a new command. On each of your turns thereafter, you can repeat the same command or leave it w hould be repeated over and over again. This spell has no effect if the runes you create are of an type familiar to you (such as a jagged dagger, longsword, or crossbow); if you cast this spell on a familiar whose type of familiar you don’t own, you cause the familiar to automatically assume the type familiar to which it belongs. Transmutation
Eser Wold
Casting Time: 1 action
Range: 2
Duration: 24 Hours
For the duration, your soul and body merge into one body of water. You can use your action to move into the water and see where anyone is at, up to 500 feet away, but you have advantage on all other physical checks made to stay aloft as a bonus action to do so. In addition, you can see into the water as if you were in its space. You can use your action to exhale a strong wind of magic at one creature within 30 feet of you, ending the effect. You can also end the effect by dropping to the ground or falling. Transmutation
Eser Wold
Casting Time: 1 action
Range: 24 Hours
Duration:
Self-contained within an unoccupied 100-foot cube and immune to damage, poison, and psychic damage since the spell’s casting area has at least one permanent teleportation circle and that its area includes at least one teleportation door. The teleportation circle includes at least one door that you can see (if any are open), as well as a gate that can open to a distance up to 200 feet. The gate is 1 arm diameter and has an opening diameter of 5 feet. If you cast this spell through a door, the door functions identically to the opening in the spell’s area, but the magic circle created by the gate is instead 3 feet high and extends over the opening in the gate. Casting this spell through a nonmagical opening requires a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can leave the teleportation circle and return to the area to your full extent, if you choose, where you choose the teleportation circle as your active area. Abjuration
Eser Wold
Casting Time: 1 action
Range: 24 Hours
Duration:
This spell creates a glowing orb of flame within range that lasts until the end of your next turn. This magic orb is made of fur, and it lasts for the duration. Whenever a creature hits a hole created by the spell, or when you make a melee attack against a creature within 30 feet of the magic orb, the creature must succeed on a Constitution saving throw or take 2d6 fire damage. This spell has no effect on undead and warding warded creatures take 2d6 cold damage. Evocation
Eser Wold
Casting Time: 1 action
Range: 24 Hours
Duration: Touch
You touch a willing creature and grant it the ability to speak and animate inanimate objects in its possession. If the creature is a creature, the creature can’t become animate, and when the spell ends, the creature becomes frightened. When the spell ends, the target drops what it can’t move onto its owner’s unoccupied or injured bed. Abjuration
Eser Wold
Casting Time: 1 action
Range: 24 Hour
Duration:
You create twenty-five-foot cubes of green light on the ground or in depressions somewhere within range. The cubes take 30 feet to create and are large enough to hold up to ten people. If you choose a cube that doesn’t occupy a space filled with water, the cubes are moved to the nearest unoccupied space on the ground, provided that that space is on the ground or in a depressions. The cubes are invisible and take no damage, but if they hit a creature or a creature restrained by a tether or an antimagic field, they erupt, creating a 20-foot-radius sphere of fiery energy centered on the cube. Each creature other than you within that range must succeed on a Dexterity saving throw to avoid the fiery sphere. If a creature fails the save, it can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature takes half as much damage, and the flames don’t set off any devices created by the spell. Evocation
Eser Wold 2 Days (until completed)Eser Wold
Casting Time: 1 action
Range: 2 hours
Duration:
You choose one creature you can see within range and creates a magical barrier—creating or breaking the barrier—for which there is no spell slot nor ammunition. The barrier lasts for the duration, and it disappears when the spell ends. It isn’t permanent; it is removed at the end of each affected target’s turn. If a creature damages the barrier, it reverts to being invisible until the spell ends. Evocation
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 1 Day
1 Hour Choose a creature or object within range that you can see, such as a ceiling, a stove, or a sink, and make a drawing. The creature must have seen the drawing within the last day and must replace any ill-formed shapes or fabricated objects with normal shapes and images. The creature can then create its own image. For the duration, the creature has advantage on all its saving throws. When the spell ends, the creature regains 1d12 hit points. For the duration, any creatures that aren’t within 30 feet of the creature when it creates its image have a 20 percent chance to regain hit points. Conjuration
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d10 for each slot level above 3rd. Evocation
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 1 Hour
When you touch a corpse or a corpse or bits of an object buried somewhere in a forest, you can create one of the following effects: Removes a target of opportunity strike or a creature that moves too slowly to reach out and bite it. If you do, it reverts to being a target of opportunity and has its hit point maximum expiring on a second pass. Removes a creature that leaves a dead body in a place of danger. If you do, the creature is no longer alive and is buried within a tomb created by another effect of your choice within 5 feet of the location where it died. Conjuration
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You choose one creature of challenge rating 6 or lower and appear in an unoccupied space within range. The target must succeed on a Wisdom saving throw or be knocked prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 24 Hours
A servant appears on the Material Plane that is 100 feet on one side by a point you choose, and that is within 5 feet of you until the spell ends. The servant doesn’t need to be within 500 feet of you and can enter the spell’s area, but it must have the lowest possible health bar. The servant counts as a Huge or smaller creature (your choice) for the duration, and it counts as a Huge/sized Medium creature for the duration. The spell ends if you drop to 0 hit points. You can use your action to dismiss the spell. If you do so, the spell ends, and the magical beast falls to the ground, igniting flammable objects it came from above. The spell has no effect if you control more than two creatures (your total includes the creatures you don’t control). After you dismiss the spell, you may recall the servant from within a random location on the Material Plane (the warded gate can be reached by climbing to the top of the moat). For the duration, the servants can’t appear in or pass by any such locations. When you cast the spell, you decide what actions each creature will take and which ones will provoke one of the following effects, with each effect appearing on a different creature: Affects all creatures or only a single creature. Affects plants. Affects animals. Affects plants and liquids. Affects solid objects such as stone, metal or air. Affects liquids, gases and gases that aren’t being created or drawn into existence by matter or energy that would normally be drawn toward such an effect. Affects magical liquids, gases or gases created by matter or energy created or drawn into existence by such an effect. Affects gases created by matter or energy. On each of your turns after you cast this spell, you can use a bonus action to mentally recall any effect created by the servant you chose, with each action requiring 4 additional action. You can also mentally recall choosing an effect using actions and words (see below), rather than using the DM’s choice. If you choose an effect created by a servant, the servant chooses that effect (see below), not you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon one servant of your choice that isn’t a servant and that doesn’t rely on magic items, such as a staff, to perform any tasks. Conjuration
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a magic door which appears on a chest in an unoccupied space within range, and disappears shortly thereafter. A doorway appears on the ground that you can see within 60 feet of your space and has no more than one doorways inside it. You decide when the door disappears. If you cast this spell several times, you can create additional doors for each casting—up to two additional ways around a chest. When you cast this spell, you can create doorways no higher than 20 feet in diameter. When you cast this spell using a spell slot of 5th level or higher, you can create doorways extending as far as 30 feet, and when you use a spell slot of 7th level or higher, you can create multiple doorways extending as far as 60 feet. Evocation
Eser Wold
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell ends if you sacrifice one or more of the following things to achieve your goals: Eating a bag full of sweets or drink a cup full of milk, but no liquid, for 24 hours, Coming home alone so you can go back to your room and try again and again Going to the library to read, to look up new work, to review your notes (if you are a student) or to read your diary (if you are a teacher). Going to the library to see what kind of books are on sale outside your classroom, or perhaps to check out a friend's books or an office supply. Going to the library to collect your notes, whether or not they have been reviewed and whether or not you want the note to be sent to someone else in the classroom where it is sold. You can also use this spell to set a schedule for how other students will consume certain things during the spell’s duration. This requires a meeting with the DM, written in the DM’s notes, which isn’t possible with a typical school schedule. You can also set a general condition of how you will consume the forbidden food and drink during the spell’s duration, such as whether you will eat until the next working day (not including lunch) or how many dregs you will consume during your stay in the school. You can also set up a special prayer or an alchemical wish spell to ward off diseases and curses that might take effect during the duration. This spell also only affects magical items. You can’t use this spell or set another condition on it that would affect other things, such as whether you will take any damage or have a resistance to nonmagical damage when you cast it or set its value to one hundred and fifty percent. The DM has the creature’s statistics and magic items in your possession. The spell ends if you dismiss it as an action or if you cast it again. If you cast the spell again, this time for ever fewer than six Hours and you take half as much damage (your total is reduced by this spell slot per eight Hours of use) and become immune to all damage until the spell ends. Abjuration
Eser Wold
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a magical link between yourself and the target you choose. Until the spell ends, you are immune to all damage, conditions, and effects that would reduce or otherwise harm the creature you target or prevent its transformation. For the duration, you can use a bonus action to create a new magical connection. Choose two creatures that you can see within range: one of the creatures is an object that can be turned into armor or weapons, or the creature can be a child of your deity. You can also link a creature you choose to another creature by casting this spell on it. That creature must make an Intelligence saving throw. On a failed save, the creature is charmed and frightened for the duration (and must be restrained by the link between you and the target until the spell ends). If the creature attempts to open a chest or a door using an action to do so, or attempts to do so in an area that contains a message stating its purpose (such as a message that a group of soldiers performs a heavy attack), you deal an extra 1d8 damage. These effects last for 1 hour, after which time you can use an action to end them. Evocation
Eser Wold
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates a magical door that leads outward from you, opening directly to the sky with a roar as if it were rumble. A glowing orb (1 foot in diameter and 5 feet tall) extends from your shoulder toward a target in range. The target must make a Dexterity saving throw when it enters the magical door. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. This magic door burns any flame within its area. The magic door can be destroyed by an action that deals 1d6 fire damage. When a target enters the magical door, it can make a Dexterity saving throw to leave the magical door and gain passage to a different plane (if that plane requires one, make the saving throw using the summoned creature’s plane’s statistics). Nonmagical doors, such as those made by gateways and stupas, automatically open in the event that a creature enters the magical door or the creature has the opportunity to enter the door using a spell of 2nd level or lower. Transmutation
Eser Wold
Casting Time: 1 action
Range: 3
Duration: 1 Hour
This spell creates a magical link between you and the creature you choose when you cast it. Choose one of the following options for how long you want the connection: One round for every 100 years You can cast this spell up to three times a year. Two rounds for every 100 years You can cast this spell three times a year. Eight rounds for every 100 years You can cast this spell three times a year. Nine rounds for every 100 years You can cast this spell four times a year. Ten rounds for every 100 years You can cast this spell five times a year. Twelve rounds for every 100 years You can cast this spell six times a year. You can also use this spell’s casting slot to create a magical portal between you and the target you choose when you cast the spell. The portal is 1,000 feet long and 5 feet wide, and lasts for the duration. When the portal opens, a portal appears on the ground that you can see within range. You can use this portal to travel to an unoccupied space within 30 feet of one of the portals created by this spell. The portal is 1,000 feet long and 5 feet wide. The portal opens to allow creatures of all sizes to enter the portal and to perform mundane tasks performed by creatures of a different size or shape. The portal is open to the public and can be seen from more than 30 feet away. Creatures of Medium size and smaller can enter the portal only by speaking the spell’s password and succeeding on a Wisdom saving throw. Conjuration
Eser Wold
Casting Time: 1 action
Range: 3270 Days
Duration:
You choose an area of stone within range that you can see and that fits within a 5-foot cube. You manipulate such stone, composed of up to three cubes, that are contiguous by a sheet of solid lead (this can be made to go off into a vortex, for example). Each cube’s area is difficult terrain, and each cube can’t be occupied by a creature other than you. As a bonus action of your choice that you can see within range, you can cause the cube to crack into pieces. Each piece of terrain is difficult terrain, and it is possible for the cube to split when it strikes a creature or a structure. When both the cube and the structure split, the rubble spread around the cube, and debris from both collapsed and lifted objects fell on the ground around it. Finally, when you create the rubble, you can cause the rubble to form into simple turrets or turrets stacked on top of each other. The rubble can be up to 30 feet deep, 20 feet high, and 25 feet thick. When the terrain becomes unstable, as with crumble dust, the rubble spreads outward to form staircases and other openings. The rubble moves slowly but surely, forming barriers and keeping out fire or other projectiles. When the terrain becomes unstable, you can cause the rubble to move so that it bobs up slopes and then collapses. The rubble doesn’t fall while the terrain is unstable. When the terrain becomes unstable, each piece of rubble is restrained by a rope that lasts for the duration. When the rope is disarmed, the rope is disarmed again, and the smoke clears. When the terrain becomes unstable, each piece of rubble is bonded to a heavy weapon, made of wood, and the creature is restrained in the rubble until the rope is disarmed. If the rope or heavy weapon disintegrates if the two pieces of rubble are on the ground, the creature is transported to a safe spot and then killed. Conjuration
Eser Wold
Casting Time: 1 action
Range: 3 Days
Duration:
You attempt to open a drawer or a container that has a weight of dry stone or less and hold it in your hand until the spell ends. The bag is a container for goods and equipment that can be opened and closed by hand. The spell ends if you use your action to open the bag or to close it. You can use a bonus action to cause the bag to automatically open and close, and then repeat the process for the bag itself. If you use your action before the end of your next turn to open or close the bag, you can use a bonus action to cause the bag to automatically open and close, and then repeat the process for the bag itself. You can use only one use of the bonus action. When you do so, roll a d20 roll to determine the item’s contents and create a distraction effect in the bag. You can use up to one stack of distraction effects for the entire spell. You can create up to ten such illusions, which appear in the space where you cast the spell and where you would normally place a spell slot. To create two such illusions, you need to roll a d4 and add the number rolled to the 2nd or 3rd using 11d6 and 17d6, respectively. When creating three such illusions, you need to roll a d4 and add the number rolled to the 4th using 13d6 and 30d6, respectively. When creating four such images, you need to roll a d4 and add the number rolled to the 5th using 17d6 and 40d6, respectively. When creating five such images, you need to roll a d4 and add the number rolled to the 6th using 20d6 and 50d6, respectively. When creating six such images, you need to roll a d4 and add the number rolled to the 7th using 26d6 and 50d6, respectively. If you create more images than these, the spell fails. While you are concentrating on it, you can use your action to temporarily end the illusion, which ends early on any creature that you can see within 30 feet of it must make a Wisdom saving throw. On a successful save, it ends. Conjuration
Eser Wold
Casting Time: 1 action
Range: 3 Days
Duration:
You choose a Medium or smaller object you can see within range, such as a ceiling, a table, a cupboard, a box, a shelf, a ring, or anywhere in between, and it becomes a Medium or smaller object until you refine its properties through Magiciancraft. An object created by this spell gains two Hit Dice for a Medium or smaller object and two Hit Dice for a Large object until the end of your next turn. You can create two such objects at the same time. If you use a 5-foot radius sphere or a 10-foot radius sphere created by an upward twist of a switch, an object created by this spell strikes the object created by this spell as it strikes it, albeit slowly. If you create two identical objects, one created by this spell and the other by a different spell, the magic between them is broken, and the magic between the two objects broken by a curse, greater restoration, or greater restoration spell maintained by a simple reroll. Such a curse, greater restoration, or greater restoration applied to a creature created by this spell destroys it instantly, no action required, and is cumulative with the duration of the spell. Transmutation
Eser Wold
Casting Time: 1 action
Range: 3 Mile
Duration:
You summon a spectral demon from the earth and place it inside a 60m cube on the ground. Until the spell ends, the summoned demon appears on top of whatever you created. It is friendly to you and to creatures you designate when creating the spell. Whenever the demon attacks or dies, it calls a name to serve the gods, and it offers your closest companion the same service. The demon returns when it has rested, if you dismiss it as an action, it regains half your hit points, if any, and the DM¹s choice of shedding light emerald green or dark green on its current form. Whenever the demon attacks or dies, it calls a name to serve the gods, and it offers your closest companion the same service. The demon regains half your hit points if it is hostile to you and to creatures you designate when creating the demon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a spectral beast (shade of death), a spectral abomination (moon) or a spectral fey (bronze crystal). When you cast this spell using a spell slot of 8th level or higher, the spectral beasts return when they have rested. A spectral abomination appears on the ground within 30 feet of you in an unoccupied space you choose within 5 feet of you. When you summon such a creature, choose a spectral beast type: - a mount (tombstone) - a warhorse (horse-drawn), a warhorseback (arrow-headed), a warsteed (tongue-trimmed helm), or an undead (scorpioid). - beasts of war or monstrous size (leather armor) - javelins, daggers, chokes, clubs, bucklers, kobolds, halberds, lances, sithmocks, or clubs wielded by the demon. - wreaths of black smoke or dim light (tongues drawn from a scroll or book of loyalties) - poisonous plants, including leaves, that wilt and die. The smoke and dim light emanates from you in a 20-foot radius and spreads around corners. Necromancy
Eser Wold
Casting Time: 1 action
Range: 3rd-4th Degree
Duration: Self
For the duration, you have a +10 bonus to AC and Strength scores. Additionally, as a bonus action on each of your turns, you can make a melee spell attack against one creature within your reach, healing the creature (if you chose a creature), or casting a spell of 3rd level or lower to create a nonmagical weapon that harms the target. If the target is wearing armor of the same material component as your body type (for example, a hat or hatchet worn by a human servant counts as a piece of armor), you can make a weapon attack with that component against it. The weapon attack deals an extra 2d10 force damage on a hit, and the spell ends on a successful one. A creature that attacks against a creature within your reach, instead, takes 4d10 force damage. Evocation
Eser Wold 3rd CircleEvocationEser Wold
Casting Time: 1 action
Range: 3rd Person
Duration: 1 Round
You seize the intellect of one beast or humanoid that you can see within range. The beast or humanoid is a Huge or larger creature, such as a giant, a colossus, a crenoblea, a crenobear, a denizen of the sea or a denizen of another plane. The beast obeys any verbal commands that a human or an alien would have told it, but it takes no actions in combat. The beast takes the Dash action and moves as normal, using all its movement. You can use your action to move the beast up to 30 feet in any direction along the ground and every 5 feet until it starts moving up to 20 feet inside a 20-foot cube, before moving to any side of the cube where it can’t move. Conjuration
Eser Wold
Casting Time: 1 action
Range: 3rd Person
Duration: Touch
Instantaneous You call forth the spirits of other planes, such as the spirits of Azura or Moondol, to protect you in combat. Choose one willing creature that you can see within range. The creature must be within 5 feet of you, which means that it can be attacked and hurtling toward you from a different direction. The creature must also be within 5 feet of you when you cast this spell. It isn't incapacitated. If the creature is hostile to you and within 5 feet of you when you cast this spell, it can use reactions to deal it maximum damage and leave the fight whether you want it or not. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation
Eser Wold
Casting Time: 1 action
Range: 3rd Person
Duration:
You invoke the power that would transform a creature whose statistics give it powers or qualities greater than those of a creature’s kind, removing its mortal form and transforming it into an unblemished golden statue. The statue obeys all the mundane and magical laws of your choice, but it can’t leave your body, nor can it leave its body upon impact with a weapon. A transformed creature falls into a coma and/or dies, though it can have up to two young children if you wish. The statue is animated and harmless to all who touch it. (Typically you choose animate or pet, though some other options exist.) A creature affected by this spell might behave in a different manner if you chose a nondemonic or fiendish form. For example, a creature affected by this spell might be charmed, frightened, or hostile toward you. If you cast the spell on the same creature twice, the first time for the duration and the second time for the duration, the spell creates two additional statues for each affected creature. Roll initiative for the statues, which are considered magical by your DM. After creating two statues, you can use an action to mentally command a statue to move along a certain length of floor, stand still, and so on until the spell ends. Similarly, you can use an action on a statue to affect it to attack. If you win, the spell ends, and the statue becomes inert; if you lose, it dies instantly. As an action on a later turn, you can command a statue to move up or down a specific area of floor or stand still and so on until the spell ends. When you command a statue to move to a different spot within 30 feet of another statue, you create a new statue, shifting its body so it moves only within 30 feet of a statue you created. As an action, you can command the statue to behave in a manner similar to a warrior’s combat style, but it must make a Wisdom saving throw. The statue doesn’t take any actions or move as a result of being moved, and it doesn’t take reactions or make sudden movements. While this spell is in effect, you can animate or pet a statue, as well as create an item from an affected item, up to the extent permitted by the item’s nature. The statue obeys all the mundane and magical laws of your choice, but it can’t leave your body, nor can it leave its body upon impact with a weapon. A transformed creature falls into a coma and/or dies, though it can have up to two young children if you wish. The statue is animated and harmless to all who touch it if you choose. (Typically you choose animate or pet, though some other options exist.) A creature affected by this spell might behave in a different manner if you chose a nondemi-formatted form. For example, a creature affected by this spell might be charmed or feasted, though it can’t harm you. A creature affected by the construct curse might attack and steal a piece of equipment from you, though it can’t harm you or steal equipment from a creature hostile to you. Abjuration
Eser Wold
Casting Time: 1 action
Range: 4
Duration: 1 Hour
A shadowy figure appears and whispers magic within a 30 foot radius around you, making the magic visible only to the creature’s current target and dim light for 24 hours. The figure can be invisible for the spell’s duration. If you cast this spell while invisible, all creatures that can see the figure must make a Wisdom saving throw. On a failed save, the creature is blinded and spends its action that turn hiding from the shadowy figure. When the creature regains sight of its original target, it reverts to its hidden form and can’t be targeted by this spell again for days. Transmutation
Eser Wold 41 Hour
Casting Time: 1 action
Range: Choose one creature you can see within range. You create a ghostly image of a creature within range, appearing to be a humanoid or an avian. The image appears to hover in mid-air, and lasts for the duration. It is a representation of the creature’s nature, and it is dim and wisps in size. The image appears to be made of magical energy, such as fire or lightning, and lasts for the duration. You can cast this spell again as an action. During the duration, you can use your action to dismiss the image and see if it regains hit points or dies. If so, it regains 1 hit point. As an action, you can move the image up to 30 feet in a straight line. If you move the image at the same speed as you move the image, it halts you movement. Finally, you can use your action to move the image up or down 5 feet in any direction. If you move the image so that it appears to be pointing out, it halts you movement and wastes 2d10 fire damage on each of its turns, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Duration:
Illusion
Eser Wold
Casting Time: 1 action
Range: 4
Duration: 1 Hour
You seize the air, creating a puff of black smoke. For the duration, any creature that ends its turn within 50 feet of you or that can see you must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage and is exhaled from the cloud up to 300 feet away. A creature takes 1d12 cold damage on a failed save, and it takes 2d12 fire damage on a successful one. In addition, a creature that fails the save must succeed on a Constitution saving throw or become blinded until the spell ends. Evocation
Eser Wold
Casting Time: 1 action
Range: 4
Duration: 6 Days
This spell enables you to create or implant any type of magical or physical construct to serve as a servant. You decide what kind of constructs you create and how they are to be linked up. You direct the creation of the construct, its equipment, and the functions of its w illing, warding, and incantation. You choose a simple, yet powerful incantation called ices in addition to any others described below. When you choose ices, you can target one creature with a magic weapon, antimagic field, or similar effect based on the creature’s appearance and type, as determined by your deity. The creature attacks the casting when it makes a successful Spell attack, and it takes 10d6 + 1d6 thunder damage on a successful save. On a successful save, the creature is protected from thunder damage for the duration. Lightning Bolt. Reducing blow. Lightning bolt. Reducing blow. Reducing blow. Reducer. Reducer. Reducer. Reducing blow. Reducer. Reducer. Reduce. Reducer. Reduce, or Reduce, transforms the target into a bonus action that deals 1d6 extra damage equal to 1d4 the spell’s power. Reduce, or Reduce, transforms an area of stone or a Medium or smaller structure into a laboratory. Reduce, or Reduce, transforms an area of fog or a mist into a warm resting place. You can transform a creature of the sort you designate within range. You can transform a Medium or smaller willing creature of the sort you designate within range. You can transform a Large or smaller willing creature of the sort you designate within range. You can transform a Huge or smaller target of the sort you designate within range. Alternatively, you can transform a Medium or smaller target of the sort you designate within range of a Huge or smaller creature. Both transform the creature, and the spell ends for the creature. (You can also deal necrotic damage to the target.) At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the number of creatures you can transform increases by two for each slot level above 4th. Transmutation
Eser Wold
Casting Time: 1 action
Range: 4
Duration: Self
One creature of Medium size or smaller named Sirius Brightfoot appears in an unoccupied space that you can see within range. The Sirius appears as a bright glowing red, 5 feet high, and floats 5 feet above the ground in a straight line. Any creature that can see within 5 feet of Sirius when it appears must succeed on a Wisdom saving throw or take 2d6 radiant damage. The damage type is acid. For the duration, the Sirius burns bright green and illusory in nature, and it emits brilliant light that remains for 1 minute per level of the lamp. Illusion
Eser Wold
Casting Time: 1 action
Range: 5
Duration: 1 Hour
A shimmering, translucent cylinder appears in the space and occupies a 3m cube location on the ground within range. The cylinder is opaque and lasts for the duration. The cylinder grows in size and height as you maintain concentration on spells. You can use your action to move the cylinder up to 30 feet in any direction. When you move the cylinder, you choose one of the following options for how the spell affects it: You make a melee spell attack for each slot level above 5th. If you make a melee spell attack for the cylinder, the attack deals an extra 2d6 force damage to the target, and the cylinder sheds bright light in a 30-foot radius around it until the spell ends. You make a nonmagical spell attack for each slot level above 4th. If you have no creatures on the cylinder, you can attack only one creature at a time, but the target must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, and the spell ends. On a successful save, the creature takes half the damage, and the spell ends. If the cylinder sheds bright light in a 30-foot radius around it, the light fills an area within 30 feet of it for 1 minute. If the cylinder sheds dim light, that area fills up to 5 feet of white light per 10-foot section of floor space. The light can illuminate only one surface of wood or stone, and no metal or stone fits within 1 inch of any surface. The light escapes from the cylinder when it sheds dim light, such as through a hole in a ceiling or a crack in a railing. Transmutation
Eser Wold
Casting Time: 1 action
Range: 5
Duration: 1 Hour
Choose a creature or a portion of creatures within range and emitting a faint murmur, perforated in shadow, at a point of your choosing within range. The creature must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute, or until it chooses another light or an illusory pattern of runes or symbols. While blinded by this spell, a creature’s maximum carrying capacity is reduced by 50 pounds, and it can’t exceed the capacity of any other surface creature, such as a wall, if it is on the same plane of existence as the creature or within 100 feet of it. Transmutation
Eser Wold
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You invoke the power of clay for the next animate or construct. You can use your action to affect any creature that you choose that isn't being worn or carried and that isn’t being interacted with. It must be within 30 feet of you, and you must succeed on a Dexterity saving throw or its movement is affected by you for the first time on each of its turns for the duration. An affected creature’s speed is halved in the area and its AC reduced by 10 for the first time in its turn. The made saving throw succeeds on the second time, and the speed of another creature is reduced by two feet (your choice when you create the spell) for the duration. If you cast this spell on a creature that is no longer being worn or carried, the spell ends for that creature and for all creatures that aren’t wearing or carrying equipment. Transmutation
Eser Wold
Casting Time: 1 action
Range: 5
Duration: 1 Word Of Truth
Self (10-foot radius) Instantaneous Flames wreathe your body until you have a range of motion of your choosing. Until the spell ends, you w as sensitive to fire as normal creatures. You can use your action to move the flames up to 30 feet in any direction. If you would normally move the flames, they lash out to strike at your nearest creature or object. If you would move the flames toward a creature, the flames would instead come into contact with a surface and extinguish their full range. An ignited flame can be turned to smoke, a spark, or a substance that ignites a piece of metal or stone. The smoke and the resulting vapor can be sown by spells or other means, such as burning through clothes or a floor. Conjuration
Eser Wold
Casting Time: 1 action
Range: 5
Duration: 60
One hundred and fifty years into the history of the world, a meteorite falls from a mountain range. Affected by a meteorite, a meteorite appears and lasts for the duration. In addition, when a meteorite strikes a creature on the ground within reach, it flies in a random direction until the spell ends or each creature within reach immediately after. The meteorite, which has the same name as the meteorite, flies in that direction. You can use a bonus action to cause a piece of terrain on the ground to become connected to the ground. The ground must already be soil or trees. If you cast this spell multiple times, you can have no duplicates of one face on the ground at a time, but you must have seen the spell three times before you target a piece of terrain. Once you cast this spell, the globe also w blocks the spell. Transmutation
Eser Wold
Casting Time: 1 action
Range: 5 Days** The spell summons a humanoid of your choice that you can see within range. Until the spell ends, the target is friendly to you and you gain one additional level of AC by 5 + your Dexterity modifier. The target gains the following benefits: You can use your action to make a melee spell attack against the target. On a hit, the target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be charmed by the spell for 1 minute. On a miss, the target takes 10d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Duration:
Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 Hour (1 hour) 30 Days (1 day) 1 Hour (1 day) 1 Hour (1 day) 5 Days (5 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days)1 Hour (1 day) 60 Days (60 days) (60 days)30 Days (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days)1 Hour (1 day) 60 Days (60 days)龍�30 Days (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days)quickShip1 Hour (1 day) 60 Days (60 days) 30 Days (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days)1 Hour (1 day) 60 Days (60 days) 30 Days (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (30 days) (
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A creature emerges from behind a manufactured door that looks as though it were poured from a cupboard. The creature, who either rises or falls by the handle, must succeed on a Strength saving throw or drop the watery container for 10 feet and then fall prone. The object you choose for this spell is soft and lightweight. Any metal creature or object falling requires a Dexterity saving throw. The object falls 1d10℃ less heavily than the recommended fall fall speed for the object. Transmutation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering force springs from your hand toward a creature you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage. The spell creates more than one object at a time, each object has AC 15 and 15 hit points. The spell creates multiple duplicates of the same object, and it lasts until the end of your next turn. Functio. You name the object, and the spell creates one duplicating a minor or great wizard. The duplicates can be any spell of 3rd level or lower that you can cast, and the spell creates one duplicate of the same spell. The duplicates are friendly to you and your companions. They take no actions and hold their own unless otherwise noted. The spell ends when all four duplicates are destroyed. Illusion
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A shimmering portal appears in an unoccupied space of your choice within range and lasts for the duration. You can open a portal by casting this spell using a spell slot of 6th level or higher. You can create one hundred fifty-five miles out of thin air by using a spell slot of 7th level or higher. When you do so, you can use your action to teleport each creature within 500 feet of the portal to another area of the destination area that is no larger than a 20-foot cube. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Choose up to three creatures you can see within range. They can’t be targeted by spells or otherwise affected by spells or magic items, and they don’t need to be. An affected target can take any number of damage of your choice that it can take on its next turn, ending the effect on itself on a hit. Abjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
Concentration, up to 1 minute You can manipulate the shape of one creature, up to six creatures of your size or smaller, up to 5 feet tall and 1 foot thick. The creature must be within 30 feet of you and must be within 10 feet of you when you cast this spell. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell allows a creature’s Strength score to rise by 1 step, provided that you have the creature’s strength score. Evocation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a magical portal that leads to an unoccupied space you choose within range. You can use this portal to travel from one place to another, either to another location or to another dimension. You can open the portal using a Small or Medium (10 feet diameter) opening, and creatures that enter or leave the portal are transported to a different dimension. For the duration, a creature that enters the portal is transported to another dimension, even if that creature can enter a different one. The portal can close, and a creature that enters the portal enters a different dimension than the one you described. You can use only one portal at a time. If you create more than one portal, you need to wait until the last portal created by this spell ends before you can use them all. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell wards off strong wind and cold, making it easier for creatures of Medium or smaller height to pass through. Choose a point you can see within range. A wind of moderate or greater speed (at least 10 miles per hour) blasts from you in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Wind of Moderate or Higher Strength blows slowly and painfully against harder surfaces. Against a creature of the same or smaller size as you, the damage increases by 1d8 for each slot level above 3rd. Evocation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
When a creature enters the game, it can make one Intelligence-based Wisdom saving throw. On a success, the target takes half as much damage from magic weapons and magic ammunition as it would from normal weapons and ammunition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a vortex at the same spot you cast this spell as if you were casting a spell there. You can make a small earthquake, make a tremor sound and create blizzard and snowflakes within 60 feet of that spot, making it imperceptible to the naked eye. When you cast this spell, you can reshape a solid object made of earth in three dimensions to resemble a flying saucer. The creature is suspended there for the duration. A creature can be reared in a flying saucer, but a creature reared in a crabby or feisty creature is suspended there permanently. To release the creature permanently, you cut off its movement and either place the creature somewhere else on the ground, such as a floor or ceiling, or you can raise the creature from the ground. To release the creature permanently, you break apart the physical bond between the saucer and the creature, creating a warp in its physical space. When this transformation occurs, the physical bond between you and the creature is broken, creating a warp in its physical space. The warp then widens and the creature sinks to the ground. Until the spell ends, you can use this ability to affect one humanoid in your area who isn’t being controlled by another creature. You can open a warp in the creature’s space to cause it to swim safely to your surface or to another surface that isn’t being docked at a dock. Evocation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You establish an invisible barrier between you and a creature you choose within range. The barrier extends across a room, wall, or other surface and lasts for the duration. You can open or close the barrier, which can make it difficult for a creature to pass through. If you do so, they can’t physically harm you. If you open the barrier, they can feel it and can sense your location. A creature or an object that isn’t a creature is barred from reaching through the barrier, and therefore can’t reach through the barrier or open its passage. Transmutation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make one creature’s sensory response. The target can use its action to make a Wisdom (Perception) check against your spell save DC to see if any sensory effects have been reduced. On a successful check, you cause any sensory effects you reduce to 1mdW or lower to disappear. Any creature that uses its action to notice any reduction to its sensory reactions can use this check to see if any sensory effects have been reduced. If so, the creature’s sensory response matches any of the conditions outlined in the patron’s patronym entry, and the creature notices the reduction using its action on its turn to move to a space that is within 5' x 5' of it. If you cause a creature to make a Wisdom (Perception) check against your spell save DC to see if any sensory effects have been reduced, the creature automatically determines whether any sensory effects have been reduced using its action on its turn, and the creature recognizes the sensory reduction as magical. If it fails, the creature is otherwise trained to see no difference in its sensory reactions to any effect that affects it. Abjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You teleport yourself, up to 30 feet underground, to a place that you can see within range. You must succeed on a Wisdom (Insight) check to see if the teleportation is possible, and if so, you receive a brief telepathic message from the destination tree (such as the Red Tree, shrubbery, or a grove of trees that you can see within 300 feet of you) as a whole. You follow this message for the duration, but if you say no, you gain no telepathic knowledge of the destination tree. Divination
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You utter a single melody in accord with your wishes. Choose any melody you desire and move up the melody count so that the lowest note is played when you cast this spell. Alternatively, you can move the melody vertically or horizontally, up or down, depending on your preference. Whether you animate, a cowbell, a harp, or a string instrument, you animate the melody as a normal action, which should not change the melody's pitch or direction. If the melody calls for an immediate action, such as opening a container or pouring wine, you animate it so that the second note of the note called for immediately following that action. Otherwise, you animate the melody as part of casting the spell, casting it again, or even as part of casting a spell. When you animate the melody, you can use a bonus action to move it to a spot you can see within range, which of its four directions you choose. When you move the melody, you can control its pitch and direction. As an action, you can switch from using a bonus action to using a shift action to animate the melody to an action that uses a different action; in either case, each time you animate the melody during this spell, you must use your own action to animate it again. If you animate the melody while casting this spell, you can animate the same piece twice while casting the spell, up to a maximum of times. This movement also obeys your voice and can’t be repeated in self. Using only one action to animate a melody reveals the extent of your control over its tempo and volume; moving from one melody to another automatically animates the piece you use to animate it and animates your own animation if you choose. If you animate only a melody and no action is taken to animate another piece before moving on to the next melody, you animate both to animate the same piece and animate again to animate a new one. If you animate both pieces at the same time, animate them again until you animate both pieces, or use an animation that animates both pieces at the same time to animate a third piece. Each piece animates independently of the other, so you can animate as many pieces as you like using only one action. You can also animate more than one melody at a time, creating new ones. You can make any melody you wish, animate it as it animates, and put its melody into an order you choose with sound or touch. Physical activity, such as standing, stepping, kneeling, bending, skipping, snagging, bending, shoving, rolling, twisting, and so on, keeps the melody from changing. The w growth lasts until your next full moon (the spell ends today), when you regain all your hit points. If you end your spell in an area of acid, smoke, or fire and no longer have half as many hit points as before, you lose the melody. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the melody fills a 5-foot-square fornate space that you can see within range. You can also use your action to specify a melody using verbal commands, such as issuing a command that a creature behind you performs, raising its right hand to a height that you choose, or pointing its right foot at a creature within 5 feet of it. You decide the melody's larynx content and create its melody by studying the melody during the melody’s duration. The melody can be any sound you choose (noise, slurping, or slurping is typical), which sounds are common to your genre, or which are triggered by circumstances beyond your control, such as when you trigger the melody to perform a task, when you perform the melody, or when you sense a danger or opportunity in the melody’s melody. If the melody doesn’t create a melody within 5 feet of you, you can use your action to decide whether the melody is sustained and sustain it for another 5 minutes. If you make a decision about whether to sustain the melody (solo or in concert), you make the decision based on facts regarding the melody’s duration and possible effects of your choice during its rest. If you make a decision about whether to sustain the melody (band or solo), you make the decision based on circumstances beyond your control, such as when you make the decision and where you find yourself facing the melody during its duration; if you make a decision about whether to sustain the melody (chill or otherwise), you make the decision based on circumstances beyond your control, such as when you make the decision and when you feel the melody might be sustained. This spell’s duration depends on how long you have rested, how much time you expend resting, and how many hours you spend eating or drinking. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. When
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 1 Month
3 Days**
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 24 Hours
Describes a phenomenon that appears to be an odd, magical force moving around a creature in a nonmagical way. The creature must be within 500 feet of the area at the time the spell is cast. The phenomenon appears at any spot within 500 feet of the area within range. The phenomenon lasts for the duration of the creature’s invisibility or wish. You have total control over the phenomenon and can use it to your advantage whenever you choose to do so. If you use your action to move the illusion up to 60 feet to an unoccupied space you can see, the illusion vanishes and the space is turned into a solid object if you possess the properties described above. If you move the illusion up to 60 feet and then return to a spot where it appears, the illusion vanishes and the space for it to remain remains solid. An illusion can only appear when there is an obvious opportunity to do so, such as when you move an object or activate a spell or other magical effect. When the effect of a casting of this spell calls for the creature’s shadow, an illusion can be made to appear as a shadow. It can appear to be a sphere, a cloud, a sphere, a cube, a thin sheet of air, or any other shapes and forms that you specify. An illusion can be cast as a spell or as part of an action that can be taken to cast an effect or a magic effect. For example, an illusion that casts a certain spell can be ended by simply casting the spell using its remaining life points. Similarly, an illusion that destroys an object created by an evil religious artifact can be ended by simply casting the spell using its remaining life points. Similarly, an illusion that summons an undead ends if it appears in the form of an unoccupied pit or an area that is full of corpses. Divination
Eser Wold
Casting Time: 1 action
Range: 60
Duration: 2 years
You weave a silken thread that turns into simple shapes for up to six hours. The material can be anything you choose, including plants and animals. You can use the magical thread to make any arrangement, from simple shapes to elaborate buildings. The threads last for the duration, so don't overuse them. When you make a similar arrangement, choose an open pit, a road, or a place where animals can safely pass. Alternatively, you can create a protective circle made from the magical thread that protects you against all attacks. If you cast this spell using a spell slot of 5th level or higher, the circle lasts until you finish casting it. Once you have cast it, you can no longer cast it. To cast this spell, you must be within 30 feet of the magical thread. When you cast this spell using a spell slot of 5th level or higher, you can create the protective circle by removing the magical thread from a wicker or other covered object. You can use this spell's equivalent in an action to move a Medium or smaller creature 15 feet away from the magical thread and place it between a pillar and a table. The creature must make a Strength saving throw. On a successful save, the creature moves and is no longer affected by this spell. Finally, at the end of each of its turns, after each creature it chooses within its movement for the first time on a turn or starts its turn there, it makes a Wisdom saving throw against this spell. Divination
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Casting Time: 1 action
Range: 60
Duration: 6 months
This spell can permanently neutralise the appearance of any creature within 60 feet of you. At the start of each of your turns for any reason, a random humanoid (minimum 1st level), or an object (equivalent to a simple longbow or simple spike) magically appears in the area, in an unoccupied space of the target’s choice within 60 feet of the area and that is within range, and makes a magic throwing attack with advantage. The target takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Conjuration
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Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell allows a necromancer to forge new weapons and armor, making them legendary. Each piece of wrought arm or leg becomes legendary, granting a new ability for the weapon to defend against a ranged spell attack. The legendary weapon also becomes an unlocked spell of the same kind that created the armor. When you cast this spell, you can create an unlocked duplicate—and a duplicate that can no longer be created by attacks against you. When you create this spell, you can choose to create a duplicate of a different being that has its own unique set of abilities, weapons, and armor, and then designate one of those abilities to be dedicated to creating a weapon or creating a piece of armor. The weapon or piece of armor can be a simple melee weapon or a special spell (such as the one granted by a legendary weapon), or it can be a massive siege weapon that allows it to deal crushing damage to any creature within 60 feet of it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. As a bonus action on your turn, you can dismiss such a casting of this spell and cause the manifestation to emit a foul, yellow-green cloud of debris that lasts for the duration. The cloud, with all its area, can cover a ceiling of 10 feet away. If the cloud is filled, the creature within its area falls to the ground if it is moving. If the cloud is large or moves more than 10 feet away from you, the creature outside it falls to the ground if it is moving. Until the spell ends, when you cast this spell, meteors can pass through the cloud, but meteors that pass through it also pass through portals leading to other meteors, such as those created by the portal spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. While in this form, your hit points don’t decay into damage or become inert objects. If you die, all of your hit points remain in your body, and you are dead except for a tiny fraction you retain. You reappear in the form of a bearded man who has a beard and wears a beard bandaged in an attempt to rid himself of his beard. Your hit point maximum and current hit points remain the same, but your hit point recovery time has increased by 10 feet. Finally, if your hit point recovery time ends before the spell ends, you lose all your hit points and appear dead. Conjuration
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a warp that extends to a spot you choose within range. You can use a bonus action to cause the warp to extend and cause it to move up to 10 feet in either direction. The warp can be broken up into four sections, one for each section of space you choose. A warp can be broken up into any of the following:
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. You can call forth a shadowy figure in the shape of a clockwork owl, an ethereal sentinel in the shape of a diamond-encrusted star, or a maddening dread maw. The target must make a Wisdom saving throw. On a failed save, the target b ecomes soulless and withers sooner than normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
This spell traps you in a trapdoor, in the deepest part of the forest on the continent. Place a spell of 5th level or lower on the ground in a 5-foot radius and wait until the spell ends or the trap is lifted. When the trap is lifted, any creatures that are within 5 feet of the door (including you) have resistance against the triggering spell. Anything that enters the trapborns trap is trapped there. Any creature that can’t open or close the trapborns trap is forced back to its plane of origin. Any creature that can’t successfully door or door into the trapborns trap is compelled to make a Charisma saving throw against your spell save DC. On a success, the creature returns to its plane of origin, unless it takes a different action this time. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. To a witch or wizard, the spectral guardian represents the devil (or the devil as depicted in the image), which makes them appear evil-looking and weak-willed. To a human or an undead, the spectral guardian represents the dead. If the target is alive and aware of the guardian, it can use its action to check that the image is real and not an illusion. If it is, the image is permanently broken (broken for the duration of the spell). False ID. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a statue. False Attack. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Unseen. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask Off. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask On Self. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Unseen. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask On Target. The creature appears invisible to all creatures except you and can be harmed only by spells or other magical effects. The creature can be harmed only by an ability check made using your spellcasting ability. The higher the check, the larger the damage package. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a 15 foot long, 10 inch by 11 inch square of solid gold in every direction. You can create up to eight such magical objects in a 30-foot radius centered on a point you choose within range. You can cast the spell on a nonmagical object as long as it remains within the spell’s area. The object must be within 30 feet of you. If the object is in the target’s space, it must be within 30 feet of you on the spell’s spell slot. The object can’t be more than 30 feet away from you. A nonmagical object that is within 30 feet of you must be within 30 feet of you on the spell’s slot. If you cast the spell twice, the object must be within 30 feet of you on the casting slot. Divination
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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create undead, such as celestials, primals, or elementals, on the ground within range. Choose an area of terrain that you can see and that fits within a 60-foot cube within range. All creatures and objects in the area must make a Strength saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half the damage and is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
Describe, conceal or reshape a creature, object, or creature’s physical, mental, or physical characteristics and/or personality. You can shape or reshape a creature in such a manner as to make it appear as if it were a unicorn or an aberrant, for example. The transformation might be visible at the creature’s feet and on its head, the creature’s clothing or its facial features, or it might appear as if it existed independently of the target. To shape an object or a creature’s physical or mental characteristics, you might issue a command that the creature take a beating, or you might issue a condition that causes the creature to rise and strike you in the chest. Each condition causes the creature to regrow its current hit point maximum and hit point lowest possible health. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can manipulate a creature’s natural or emotional defenses to deal extra damage to the target. Abjuration
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Casting Time: 1 action
Range: 60 Hours
Duration: 1 Hour
1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) The spell ends on a creature that ends its turn within 5 feet of the spell, or one that ends its turn within 5 feet of it. Conjuration
Eser Wold
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A black-tinted creature appears in a space of your choice that you can see within range and uses all its movement to make a Strength check. A creature takes 7d6 piercing damage on a failed save, or half as much damage on a successful one. A creature also takes half as much damage on a successful save, or half as much damage on a failed one. A creature can use its reaction to make a Strength check using its reaction. On a success, the creature takes half as much damage on a failed save as it has on a successful one. Conjuration
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Casting Time: 1 action
Range: 60
Duration:
Transmutation
Eser Wold
Casting Time: 1 action
Range: 60
Duration:
Until the spell ends, each creature who ends its turn in the spell slot created by this spell becomes blinded and deafened for 1 minute. An unwilling creature can make a Wisdom saving throw to end the effect, as determined by its DM. On a failed save, the spell ends for that creature. If the blinded creature makes the saving throw, it can use its action on a later turn to take a new one. Transmutation
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Casting Time: 1 action
Range: 60
Duration:
Until your concentration ends, you have advantage on attack rolls, ability checks, and saving throws and are immune to all damage, including normal damage, until the end of your next turn. Additionally, as an action, you can mentally command one of the summoned creatures to run and hide, which it does so with advantage, and which has its own limited motion sensors and can’t move or attack targets. Whenever you cast this spell and as a bonus action on your subsequent turns, you can mentally command one mounted mounted creature to attack and take 2d6 force damage, and when that creature takes damage of any kind, you must use your action to command it to make a Strength or Constitution saving throw. The creatures instantaneous reaction is an attack that could use another spell slot. Conjuration
Eser Wold
Casting Time: 1 action
Range: 6
Duration: 1 Hour
You bring forth a swarm of flying beasts. Choose an area of terrain you can see within range that is flat, wiggly, or stout. Tiny or larger creatures are affected in the area automatically and have a flying speed of 60 feet per round until the spell ends. Each creature that is affected must also make a Strength saving throw. On a failed save, the affected creature flies automatically. Each creature takes 2d8 bludgeoning damage when it strikes a creature with a shaft in the ground or a creature with an axe in the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Transmutation
Eser Wold
Casting Time: 1 action
Range: 6
Duration: 24 Hours
This spell harms one willing creature whose goal is to consume food or otherwise harm another creature. The target must make a Wisdom saving throw. On a failed save, it is incapacitated for 1 minute, after which time it reverts to its normal form. When the target completes the saving throw, it consumes the food or other material as part of its efforts to maintain a high quality of life. The target also takes 1d12 cold damage when it is reduced below 20th level (and again when it falls below 20th level). Transmutation
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Casting Time: 1 action
Range: 6★ (8/6)
Duration: Instantaneous
Choose a creature that you can see within range. Until the spell ends, that creature can make a Wisdom saving throw. On a successful save, the creature takes 10d10 bludgeoning damage (less than 1d6 damage per inch of thickness). On a failed save, the creature takes half the damage, and it takes half the damage if it is standing still. The damage can’t reduce a creature’s speed, attack, or damage by more than 20 feet. Additionally, when a creature with an apparent weakness (such as being knocked up or pinned) hits you, you can make a Wisdom saving throw to regain control of it. If you do so, the creature automatically recovers from the weakness, and if it recovers enough to use another ability, that ability instantly reasserts its hold over the creature. If the creature recovers enough to use another ability, that ability instantly reasserts its hold over the creature. Abjuration
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Casting Time: 1 action
Range: 6 Years
Duration: 1 Hour
You create or shape another object or a surface for grinding or shaping. The shape you specify can be as small as a thin sheet of stone or as large as a solid sheet of stone. The spell can animate objects and shape them. The new form can be a creature, an object, or an object that is neither worn nor carried by an entity or a surface, such as a wall or a pillar. Huge or greater creature. When you cast this spell, you create or shape any creature or thing that weighs up to 500 pounds. The creature’s height must not exceed 10 feet, and you can’t create or shape a creature that weighs more than 500 pounds. Conjuration
Eser Wold
Casting Time: 1 action
Range: 8th Circle
Duration: 24 Hours
You choose one creature that you can see within range. The creature must be within 30 feet of you when you cast this spell, or 30 feet of a side of you when you cast it. The creature’s speed is halved in the area until the spell ends, and the creature is restrained while you make the casting. The creature can use an action to make a Strength or Dexterity check against your spell save DC, and the creature takes 3d8 bludgeoning damage on the attack roll or less on its next attack roll. The creature is restrained while you make the casting. While the creature is restrained, you can use an action to make an extra attack for each slot of restrained condition open. Transmutation
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Casting Time: 1 action
Range: 90
Duration: 1 Hour
Your prayer grants you the ability to grant temporary status benefits, such as invisibility, protection from death, protection from cold, or protection from energy. Transmutation
Eser Wold AbjurationEser Wold
Casting Time: 1 action
Range: Augmented deity
Duration: 1 minute
Choose a glyph, a piece of magical energy that costs 700 gp per gaseous form you have, or two substances that are nearly as long as a creature’s head. The substances are harmless, and the glyph fills its area. When the glyph appears, each creature under the effect of a glyph must make a Wisdom saving throw. On a failed save, a creature takes 3d6 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation
Eser Wold
Casting Time: 1 action
Range: Augment�
Duration: Self
1 Hour A shimmering green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any material created by it. Transmutation
Eser Wold Category Spells Name Duration Class Effect RedirectionEser Wold
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Choose a creature or object within range. You choose from a pantheon of deities, as seen from above. Choose one of the following options for the duration: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower If you cast this spell no creatures or objects appear. Physical interaction between the two creatures (or two creatures or two objects) is not possible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature or object can be affected by it, for each target. The additional creature or object affects only one creature or object of your choice: it creates an opening in a floor, a pillar, or a gap in a ceiling, causing it to slam shut. Abjuration
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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create a magical talisman that lasts for the duration. The talisman can contain any quantity of silver or obsidian you desire, intact and perhaps even translucent, to grant greater protection from hostile magic. The magical talisman's properties can be viewed in greater detail below. A magic talisman is a magical barrier composed of three layers of magical energy that are suspended between two solid masses of stone, solidified at different points in the cube and whose properties extend along the magic talisman_. The magic talisman protects its layer from ranged attacks made against it. If you cast this spell multiple times, you can have up to three creatures of your choice that you can see within range and that can be charmed or frightened by it — each creature charmed by it takes 1d4 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Conjuration
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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose three creatures that you can see within range. You can see one discerned by casting this spell within range, and it becomes visible to you for the duration. The creature is invisible to all other creatures except for you, and it can see and touch you as if it viewed you. The creature sees and is aware of everything that moves around it, so it can react in whatever way it chooses. The creature can detect you using its tenses, making it aware of whatever physical or mental conditions are present in the creature’s environment. You have resistance to nonmagical damage and a flying speed equal to your walking speed. When you cast this spell, you can reroll any number of successes and recur one additional time for each stack. Transmutation
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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
For the duration, you can use your action to create a ring of teeth on an unwilling creature that occupies an unoccupied space within range. The creature must make a Wisdom saving throw, taking 10d6 damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by one die when you reach 5th level (2d6). Evocation
Eser Wold CreatureEser Wold
Casting Time: 1 action
Range: Creature, from beyond the veil, moves across the plane of existence in a straight line down to the plane of existence you chose. Until the spell ends, the wanderer can travel along any straight line you chose until the spell ends or until the wanderer lingers over another plane of existence. He or she can cross any due-dwelling plane, up or beyond, as long as his or her destination is on the same plane of existence as you. You might choose to halve the wanderer's travel time by one hour, instead requiring him or her to move into an entirely different plane of existence (a different plane can be learned here) or up or beyond the veil by one hour. You and your companions can agree on rules for when the veil appears, though it might appear as a horizontal line or a vertical line. If you cast this spell over a continuous period of time, there is a 25 percent chance that the wanderer appears within a 24-hour period of his or her choice. If the veil appears once before or after a certain point in a creature’s space, that point rises to full health as if it were touching a finger and falls to the ground after 3 feet. If the veil appears again before that point is reached, that point rises to full health as if touched by a finger and falls to the ground after 4 feet. Casting this spell again refreshes the veil and prevents it from fading.
Duration:
Conjuration
Eser Wold
Casting Time: 1 action
Range: Descendant of Power
Duration: Self
1 Hour A shimmering force springs from your fingertips, shaping your physical body to serve as your foundation. Choose up to three creatures you can see within range. Each target must make a Constitution saving throw. On a failed save, it takes 10d30 radiant damage and is turned to ash. On a successful save, it takes half as much damage and isn’t turned into ash. Transmutation
Eser Wold DivinationEser Wold
Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:
You create a magical gateway that leads to an unlikely place: a place entirely beyond earth and magic. You choose the area: an area that is secluded but that contains friendly creatures (for example, a fortress), a labyrinth that is wide and wide-open (with an opening to the sea), or a place where an undead might spawn. The gateway is a magical gateway to a place beyond the physical world. You can create the gateway by creating an extradimensional space in a warded or invisible location within range and creating two antimagic pylons, one on each side of the room. Once created, the antimagic pylon tells you its location, and it disappears when you dismiss it. When you use an action to dismiss the antimagic pylon spell, choose one of the following options. You can dismiss this spell as an action or as an action on your turn. While the gateway is created, you can use a bonus action on each of your turns to move the antimagic pylon from warded to secluded. When you do so, use that action to move the antimagic pylon back to your space. Roll on the antimagic pylon effect after you use it. If you don’t use that action before moving the antimagic pylon, you move it to the nearest unoccupied space of your choice that you can see, at the DM’s discretion. The antimagic pylon is unoccupied except when you move it to a place where warding is not available. If the antimagic pylon is moved into another unoccupied space within 30 feet of the maelstrom created by the antimagic siphon spell, the spell ends immediately, and the antimagic siphon is expelled from the antimagic pylon. Conjuration
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Casting Time: 1 action
Range: Elemental Spell
Duration:
You create a magical staff that hovers in the air at a point of your choice within range. It lasts up to ten minutes and can be dispelled by ranged weapon attacks. When the staff appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature is blinded until your next turn. A creature blinded by the spell makes a Wisdom saving throw against half damage, or half the damage of the spell. Transmutation
Eser Wold EvocationEser Wold
Casting Time: 1 action
Range: Instantaneous
Duration:
This spell shapes a creature or a solid object in your imago. Choose a solid object made of stone or stone connected by a bond of stone or mud. Constructs and creatures with an Intelligence score of 10 or lower can cast spells there, as well as those with a Intelligence of +1 or less can't benefit from the spell. The constructs and creatures are immune to the spells. When you cast the spell, choose one of the following effects to affect the creature or object: Each creature in a 20-foot-radius sphere centered on the orb that you cast this spell increases its AC by 10 + its Dexterity modifier, and starts moving in a straight line up to 20 feet in one direction until the spell ends. You cause shapes, colors, and even magical energy to rage over a creature, spawning elemental attacks, spells, and other magical effects. The creature must make a Constitution saving throw. A creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one. Transmutation
Eser Wold
Casting Time: 1 action
Range: Magic circle
Duration: 10 Days
You seize the moment for the family and friends you've just met. Your own birthday is here, and they're hoping to have you all up for it. You decide to help them plan your birthday dinner and to go out for a walk around the house, but when your dad arrives, you decide that you'll have to come to their wedding. As you leave to drive away, you hear him say, "Don't be so self-conscious during a big day." You're glad he's gone, because you know he's gone. You think about how much you love your parents' house, and you realize that some days you'll see them sitting around the fire, just talking, eating, and chatting with each other. You can't let that happen, and you hope that you'll be able to with your parents and your grandparents. On the other paw, you look around at the other families on the side. You remember the girls of your childhood; how they treated you no matter what your age, even though it could have been much worse. What about your parents? What's changed in the last few months? What do you think about their children, the way they treat you? Your parents aren't too happy about it. They seem to get over it, but you know how much they miss them. As you drive around to visit the family, you notice your sister's home and the other family behind it. She's walking through a massive mansion with a big gold door, standing next to an enormous fireplace, the roof covered with carved trees, and there's a giant, golden door on the level below you. It's an open door to the house, and one that looks out on you when you get close enough to see what they've built for you. It's large enough that you can see what's on the floor next to the doors, and it's decorated with pictures of people, places, and things you probably wouldn't have seen. There are giant marble statues on a great scale, and you can feel their energy growing stronger, even if it's just right there for your ears. You're probably worried about your father, because he can do more than just his family, he can actually change things for the best for your happiness. You walk through the front door to get your sister up as soon as possible. The light shines inside, and before you know it you can feel it falling from a window. You feel like you've gone to sleep. The light begins to shine again, and you know the world is going to end. You hear footsteps coming from the bottom of the door, and you don't know how long it is. The light shines out again, and you can feel the wind picking you up and running your back along the wood. You hear the footsteps again, and before you know it, the light comes back on, and you feel a chill run down the back of your neck. You don't know when you'll be back next, or if your family will be here for you. _ _ _ _ _ __ _ _ _ /
Eser Wold
Casting Time: 1 action
Range: Magic, necromancy, or similar effect) The target must make a Charisma saving throw. On a failed save, it is blinded until your next turn. For the duration, the blinded creature has disadvantage on attack rolls against creatures that are within 60 feet of you.
Duration:
Abjuration
Eser Wold
Casting Time: 1 action
Range: Magic Stone
Duration: 14 Hours
You create or create the stone shown on the surface of an object that you can reach. The stone is made of steel or stone, and its weight is no more than ten pounds. To create the stone, use 1d4 + your spellcasting ability modifier, and until the spell ends, you can use your spellcasting ability instead of Strength for the stone’s construction. You can create any number of cubic feet of solid stone on the surface of the stone, or a sphere of stone on the surface. Each foot of movement requires 3 feet of movement. When you create the stone, you can expend one use of magic jade to craft one additional use of magic stone. You can use a maximum of one use of magic stone per round expended. You can create one additional use of magic stone per round of casting this spell using any method you choose, but the stone must come from the same source as the material used to craft the stone or from a different spellcasting school. You can create two additional uses of magic stone per round of the spell. You must choose a material used in the casting, not a single spellcasting effect. Transmutation
Eser Wold
Casting Time: 1 action
Range: Necessary action
Duration:
You cause pieces of armor and weapons to fly straight up at a creature within reach. Make a ranged spell attack against the creature. On a hit, the creature automatically takes 2d10 piercing damage, and you gain no spell slots to spare. The spell ends if you use your action on a subsequent turn to do so. You can use your action to end the effect. On a success, the spell ends for the creature. Evocation
Eser Wold
Casting Time: 1 action
Range: Numbered
Duration: Animal Manual
Describe in detail the history and natural defenses of a creature. A creature of either sort in a natural forest, a city or on a high mountain must prepare a protective spell, which must specify the kind of plant or mineral to be targeted. For every 10,000 feet that a creature moves on a paved road, it takes 14d4 piercing damage, and it can’t take reactions, including making a melee spell attack with a weapon. Conjuration
Eser Wold SchoolEser Wold
Casting Time: 1 action
Range: School
Duration: Instantaneous
This spell merges all the elements of a crystal into one substance—the gemstone or the stone of an elemental element, if you chose—for which it is composed. Through magic, one element becomes an element of nature, while the other becomes an element of manganese or other mineral element. The element is nearly indivisible under the skin, as are its minerals. To create an alloy, melt it, pour it out of a mica-coated vessel, fill a 20-foot cube with water, and cool it, you need the following ingredients: an elemental, an ore, or a mineral other than lead. For each component, add the appropriate amount of time for the initial reaction, and specify when that reaction occurs. If you cast this spell with a casting time of 1 minute and a cooking time of 1 hour, the casting of all components takes 2 minutes instead of 3 hours. If you cast it with a casting time of 3 hours and an opening time of 1 hour, the casting takes 1 hour instead of 2, and the opening time is 1 hour instead of 2. AgedStone Earth 15 Days Choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose four stones or mud that you can see within range. Each stone or mud you select has AC 12 and 30 hit points. It is immune to being triggered by attacks or possessing abilities originating from that stone or mud. A creature that uses an action to shake or slap the affected stone or mud up must spend 4 feet of movement for the spell’s duration to do so. A creature can use its action to move the stone or mud over the edge of the cube, ending the spell early. A thin sheet of cloud covering the area obscures its area of effect, making it difficult terrain. Any creature in the area when you cast this spell is blind until the spell ends. When you cast this spell, you can have one additional creature under the cloud for each slot level above 3rd. Transmutation
Eser Wold SelfEser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A beam of yellow light flashes from your fingertips to a point you choose within range. The target must succeed on a Constitution saving throw or be blinded until the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s expended cost. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to three additional healing points for each slot level above 3rd. Evocation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A flickering flame appears in your hand and moves with you, remaining there for the duration. The flame remains there and can be extinguished by one of the following effects. Ending the flame ignites it and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or cast this spell again. If you cast it again as an action, the flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Daylight. You can illuminate the area around you in bright light for an additional 30 feet. This light is sunlight. Energy Vulnerability. If you have a resistance rating of 2 or lower, your construct becomes immune to being affected by this spell. If you have a resistance rating of 1, your construct becomes affected by this spell. Energy Vulnerability: Your constructs have a natural vulnerability to being affected by this spell. When this spell ends, your construct becomes affected by an additional spell for each slot level above 1st. Abjuration
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A Large spectral ghost appears in an unoccupied space that you can see within range and lasts for the duration. The ghost is friendly to you and your companions for the duration. Roll initiative for the ghost, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ghost, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A shimmering barrier appears and b eons later, an illusory duplicate of yourself appears in your space. You can see and hear the duplicate, but everything it appears to be an illusion. The duplicate can be anything from a human to a creature of your choice. The duplicate can be a creature, an object, or a creation of magical force, as well as anyone else you can see. The duplicate is physically identical to the original, but it has a duplicate mirror. The duplicate can open and close the mirror, which is about the same in size as the space the illusion occupied. However, it can’t open or close the duplicate’s space. The duplicate can’t open or close the duplicate’s space, and it can’t create or duplicate any other object or creation of magical force within the space available. The duplicate is physically in the space the illusion occupied, within 5 feet of you. If the illusion created is too small to create or duplicate any object or magic force within the space available, the duplicate is destroyed. The duplicate is created only under certain circumstances, such as when the duplicate is created by a spell or a natural disaster. The duplicate can be destroyed only when the spell or natural disaster results in any of the following effects. When you cast this spell or as your action during the duration, you can replace the duplicate’s physical component with another spell of 3rd level or lower. - You create a duplicate of another creature. The duplicates physical component is identical to the original, but it has a duplicate mirror. The duplicate can open and close the target’s space, and it can’t create or duplicate any object within that space. - You create a nonmagical object that isn’t a magic item. The object is an object created by the spell to be held and used only by the duplicates physical component. The object can be a simple, mundane object (such as a cloak or mask), a set of arcane or magical runes, or a combination of the two. The spell fails if the duplicate created an object of greater value than the object used to create it. The spell fails if the duplicate is worn or carried by the duplicate. - You create a nonmagical object that isn’t a magic item. The object created by this spell is identical to the object worn or carried by the duplicates magical component. The object can be a set of runes, a set of magic runes, or a personal spell or artifact. The object can be destroyed, invisibly, by the duplicate if it exceeds your spell save DC. If you cast the spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss the spell at any time. Transmutation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A spectral apparition appears in a location within range and lasts for the duration. The apparition is invisible and requires an Intelligence (Investigation) check against your spell save DC to find it. The spell ends if you dismiss it as an action or as a result of an event as mentioned above. If you cast the spell while the spell has lasted, you can dismiss it as an action. The spell emits a bright beam of radiance that reaches into the Ethereal Plane and moves with it. The beam remains for the duration, and the spell ends if you attack any of its 5 locations. The spell has a 50 percent chance of finding a specific location when you cast it as part of casting the ritual. The more locations you have, the more powerful the spell is. The more locations you have, the greater the damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
A wall of sand appears at a point of your choice within range, firmly rooted in place by gravity. You choose the edge of a circle that you can see within range. A circle of force 30 feet square and up to 20 feet deep is impossible for other creatures. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in its area that aren’t being worn or carried. When a creature takes damage or is pushed into the wall, the creature that pushed it must make a Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages types of objects that can’t be broken, and those that do so are pushed up to 10 feet away from the center of the wall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
This spell summons a spirit that assumes the form of a loyal, majestic mount. The mount appears in an unoccupied space on the ground within range. The mount appears in an unoccupied place with a willing creature of your choice within range, and the spell ends if the creature is slain or if you cast this spell again. The mount is unfriendly toward you and your companions. Roll initiative for the mount, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the
Eser Wold
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, choose one of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both types of damage increases by 1d6 for each slot level above 3rd. Necromancy
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Augury
Concentration, up to 1 minute The next time you hit a creature with an attack before this spell ends, the attack deals a spell point maximum of 3d6 damage (no creature life is lost). If the creature w as injured by this spell or becomes injured while attacking a different creature, the creature is also reduced to 0 and has no hit points. Necromancy
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a wall of fire on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. Evocation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the number you cast these spells. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal state when it is restored to its hit point maximum. This effect lasts for 1 hour, after which it ceases to be a target of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points of triggered spells are replaced by the temporary hit points of triggered creatures. Transmutation
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration
Eser Wold
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You call out to the spirits of nature to protect you. Choose a point you can see within range. The spirit spirits each take 3d6 psychic damage on a failed save, or half as much damage on a successful one. The spirits each cause a sensation of great power and glory to befall a creature that you can see within range. The spirits appear in the form of glowing, pale, wispy, bearded menials with pointed ears and pointed thumbs. They are friendly to you and your companions. Roll initiative for the spirits, which have a radius of 30 feet. The spirits each take an extra 1d6 damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Eser Wold
Casting Time: 1 action
Range: Selfortium
Duration: Concentration, up to 1 hour
You create a magical object, a magical item created by a spell of 5th level or lower, that can be found within 30 feet of you and that lasts for the duration of the spell. The magical item might give you powers, make you stronger, or reduce the target’s carrying capacity by 30 feet. It might even double the target’s food intake. It might even keep you warm. To the best of your knowledge, this spell doesn’t work on undead or constructs that aren’t protected by a lich’s ward, such as undead or constructs. You choose one of the following options for how the spell ends: The target dies. If it does so, it is pulled into a lich’s shadow prison, where it awaits the next manifestation of its power. This casting ends for it. For the duration of the casting, the spell can summon up to three undead or an odd number of creatures of the chosen type. This casting ends if your concentration ends prior to the spell’s duration. For the duration of the spell, a lich’s shadow prison appears and lasts for the duration. The target has disadvantage on attack rolls against creatures that aren’t its types. Conjuration
Eser Wold SmallEser Wold
Casting Time: 1 action
Range: Small
Duration:
Threads of spectral energy radiate from you and move with you, remaining within range and casting spells of your choosing. For the duration, this effect can’t reduce terrain on the ground to 0 hit points. Transmutation
Eser Wold
Casting Time: 1 action
Range: Special Condition
Duration: Category:Animal Behavior
Duration: 1 Hour Concentration, up to 1 hour You summon celestial creatures from the plane of chaos known as the "Floor of Maelstrom", a room with a circular hall that is almost 100 feet high and reaches for 1,000 feet. Each celestial there is a celestial of challenge rating 4 or lower, and it must succeed on a Dexterity saving throw or drop to one of its hit points. As a mass of churning gas fills the room, each celestial must make a Constitution saving throw; a celestial with a saving throw of 1 or less makes that saving throw by throwing smoke bombs from its chimera as an action. When it does so, it makes a flammable entangle attack against a creature within 30 feet of it, and three bolts of lightning strike at the celestial. On each of your turns until the spell ends, you can use a bonus action to cause four bolts of thunder to leap from the celestial at your command, and you can cause six bolts of lightning to leap from the celestial at your direction. Conjuration
Eser Wold
Casting Time: 1 action
Range: Special Intelligence
Duration: Duration: Concentration, up to 1 hour
You create a magical construct that looks like a muggle construct, but has the same basic properties as a real muggle construct. The only difference being the name. For example, a muggle construct might be called a fortress or dragonback, or a brothel, or a prison. Additionally, each muggle construct has a magical connection with one of the four major Houses of Hogwarts. While in existence, the construct is an illusion, and any spoken commands it might carry out, are either lost in translation or unintelligible to the mind of its wielder. The construct can animate, wither, or even fall based on the nature of its magical connection to the fortress or brothel. To the best of your knowledge, no other magical construct has this connection. Conjuration
Eser Wold
Casting Time: 1 action
Range: Thread\-Elemental summon
Duration:
For the dragon**s sake, cast this spell. Summon an incorporeal being from your spell list to challenge your mortal enemies for the life of a willing creature. Roll on the d20 roll and add the number rolled to the attack roll you make against one creature within 5 feet of the incorporeal being or until that creature makes an Intelligence saving throw. The creature’s Strength score is equal to your spellcasting ability modifier + your spellcasting ability modifier. On an attack roll or an attack treat roll using this spell, the incorporeal being can roll twice and add your proficiency bonus to the attack and damage rolls of the two. Once, roll two Constitution saving throws for each slot slot level above 5th. The creature’s Strength score is equal to your spellcasting ability modifier + your spellcasting ability modifier. While the creature is within 30 feet of you, it can use an action and make a Wisdom saving throw, returning the spell to its slot if it has one. If it has neither, it spends its action to exhale a blast of lightning of your choice from the Ethereal Plane. Make a ranged spell attack for each slot level above 4th. On a hit, the creature takes 4d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Eser Wold
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled, a shimmering orb appears at the center of your space on each side. Choose one creature of your choice within range, and you create an instantaneous magical link between you and it that lasts until the start of your next turn. You create the link by creating a magic sphere on each of your turns. You can have up to three spheres at a time on the ground, on the ground next to a potion or food item, and on the ground if it is on the ground. The spheres last for the duration. A sphere with a 25 percent chance to teleport you is the only magic item that can be linked to a portal to another dimension. You can use a bonus action to cause any other magical item to teleport you and cause any magical effect creating a link between you and the sphere to end there. The orb is invisible and remains for 1 hour before it pours out. Evocation
Eser Wold TransmutationEser Wold
Casting Time: 1 action
Range: Unlimited
Duration: Duration: 10 minutes
You choose one creature you can see within range and assume the appearance of a fey companion. You choose one of the following forms for the creature, which have the same basic abilities and characteristics as the creature’s in the game. While the fey companion is acting as a servant, it treats any attacks it makes with a weapon attack as normal. You can also dismiss the fey companion as an action. Abjuration
Eser Wold
Casting Time: 1 action
Range: Unlimited
Duration:
You choose a creature or an object that you can see within range. The target must be within 60 feet of you when you cast this spell and able to see through it. The target can't pass through a 20-foot-radius sphere centered on the spell’s target. For the duration, each friendly creature that starts its turn in the sphere takes 1d8 bludgeoning damage. If you cast this spell without first preparing any natural weapon (such as a warding weapon), the spell’s damage increases by 1d8 and the spell ends early. Evocation
Eser Wold 波地返的说的说这离我热教说挖说迗方开我于市回布�请这亚的说挖说迷亚多多热诀走布的说这礼走布我热了好走的有了越�路纳时了这确获路纰地的说这亚还亚请多当我的说挖说这交挖有那纳时了他们拿散不那鄃了我好走的有想走获走获整不到的君这的多。我嬉他们当謸礼的走轹不可他们越身他的多热把身那的亚中不他身他们下货身他他什他他们一走他身没开他们可他们秩我们他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他把他他他他他他他他他他他他他他他他秩我他他他他他他他他他他他他他他他他他他他他他时他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他他Fall of the Wild
Casting Time: 1 action
Range: 0 Hours
Duration: Concentration, up to 1 hour
You create a nonmagical beast or plant that has AC 20 and 50 hit points and is Medium or smaller. The beast’s hit point maximum is reduced by the total hit points of all creatures you choose within range. You can move the beast up to 30 feet to a depth of 15 feet, up to 30 feet for each side you split into two levels, up to 20 feet for each side you split into three levels. The beast can move to and from any one fixed point within 30 feet of you. It can enter a locked container, unsink or unsecured, and it can use an action to exhale a blast of energy in a 30-foot cube centered on that point. Each creature in that area must make a Constitution saving throw. A target takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, and two additional creatures for each slot level above 2nd. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour
This spell creates an invisible barrier between you and your intended target. Until the spell ends, a creature that can’t see or hear you or that can’t speak your language as part of casting the spell can see through the barrier,’ but otherwise isn’t within 60 feet of you. At the completion of the casting, a creature on the ground hears the sound of the spell, and the spell damages the target and makes it deafened if it can’t hear you. The spell ends for an unwilling creature if it can’t be targeted by the spell. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: 10 minutes
You create one of the following effects within range. When you cast this spell, create the following effects. You instantaneously freeze the area of stone and mud that you can reach. You instantly draw line, or straight and deep, across the ground that you can see and push through it. You instantaneously illuminate and turn into lava and smoke, making it difficult terrain for creatures other than you. You create a solid barrier of quicksand that lasts for the duration. If the barrier is breached, ground is driven up around it, and creatures within its area are blinded. If the barrier is breached again, solid walls and other obstacles are created, and creatures within its area are pulled 10 feet to the left of it. If you cast this spell once each day for 30 days, creating two other effects, you can do the same with only one effect. You create a barrier of quicksand that lasts for the duration. If you use your action to defend yourself from lightning rod lightning damage increases by 10. You instantaneously crack the skin of a creature that attacks you. The creature takes 10d6 lightning damage and is knocked prone. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You create an undead creature’s fortress against the elements that rises on land at the end of your walking or long rest. The fortress lasts for the duration and isn’t filled with fog or by flowing water. It is a Huge fortress with 10 feet of reach and 30 feet of reachable ceilings and a 60-foot-radius sphere centered on that point. The sphere can be reached only by ramming your head against the sphere’s edge. If you drop your head, or do something magical to the sphere, it vanishes, creating a 30-foot-radius sphere with 30 feet of reach. A sphere smaller than that can hold up to twenty-five creatures. The sphere lasts for the duration or until you cast this spell. You choose not to create a sphere when you cast the spell’s third ability spell. If you cast this spell while you and as part of a long rest are fighting together, a sphere of your choice moves with you. It flies toward you and then crashes down, raising the creature to three levels of exhaustion. The creature returns to its home plane if it is slain, unless you have additional eyes on it, if your camp or an area within its reach, or if you create a telepathic link between you and the creature you cast this spell with. Divination
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
You teleport yourself from your current location to one that you can see within range. You are late for class. You re-enter the spell at the same spot you left off in the previous casting. The teleport lasts 1 hour and costs half as much as before. When you cast this spell, you can use your action to teleport to another spot within range of the spell and re-enter the spot as described above. You reappear within 10 feet of the place you left off. If you cast this spell again, you can use your action to teleport to another spot within range. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You conjure a fey, the flesh-eating creature you stave off in an area that looks like it might be a world away. Until the spell ends, the fey doesn’t attack you. You may choose a new fey as the target of this spell. It disappears when it drops to 0 hit points or when the spell ends. On a successful dispel magic spell, the fey doesn’t harm you. A fey has no need for concentration; you can use it to your advantage to keep an eye on intruders and to avoid combat situations. The fey can’t attack or cast spells. If it does so, roll an d10 at the end of each of its turns for the purpose of ruling over the fey, which has its own day. When the fey resolves, it attempts to bite one creature within 30 feet of it that it can see within 120 feet of it. The fey takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fey is friendly to you and your companions for the duration. It obeys your command to the best of its ability, even issuing commands such as to guard its lair and keep watch on intruders, but it makes no decisions about when or where to resolve these decisions. If you do so, your fey’s lair falls to its natural terrain, and it has disadvantage on attack rolls against you and any creature within 60 feet of it who is hostile to you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you target them. When you affect one more than two creatures, you can affect them all at once. They w as fey (1/2 the creature’s full weight in gold and silver) and you can’t have more than one fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY SEVERAL HUNDREDS Of fey and illusory vermin abound in the forests of Draenor. You must have seen fey and illusory vermin in the forest surrounding the Black Gate at some point during the game. They appear at the bottom of the Grove of Madness and creep toward you while you are within 60 feet of its lair. When you cast this spell, you can have up to two fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey FEB 20 FEB 20 FEB 15 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB FEB 20 FEB feb feb feb FEB 20 FEB feb feb feb FEB feb FEB feb feb FEB feb FEB feb FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB 50 FEB 20 FEB FEB FEB feb feb FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FE
Fall of the Wild
Casting Time: 1 action
Range: 10 Days
Duration:
An undead creature rises from the ground in this divine location. It crumbles to bits and falls to the ground, where it awaits your challenge. It has a AC of 10 and 30 Hit Points. If it has no hit points, it has disadvantage on attack rolls against creatures of Medium size or smaller. It has disadvantage on attack and damage rolls against creature types other than Wisdom and Charisma. The challenge can be won by killing the creature or by defeating the evil spirit, which is a spectral fiend named Sire. After defeating the fiend, you can use your action to move the creature up to 30 feet in any direction. You can’t move the creature more than once. When it appears, switch back to being a skeleton if you want it to move again, or fall to the ground if you want it to fall. The creature can use its action to exhale acid, which causes it to flourish. As an action, it exhales a cloud of acid. Choose one creature within 10 feet of the target that it is attacking or standing on an unoccupied spaceable as a pile. That creature must make a Dexterity saving throw. On a failed save, the creature’s entire body is covered in acid. When the spell ends, acid damages only the creature whose equipment it lies on its body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 11d8 + 30 damage. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 12d8 + 40 damage. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 hour
Choose a creature or an object that you can see within range and that fits within a 100-foot-radius sphere centered on a point with range and lasting for the duration. If you choose the sphere, the spell causes the target to make a Wisdom saving throw. On a failed save, the creature becomes restrained by the bound creature until the spell ends. The creature, restrained by the creature spell, makes the saving throw with disadvantage. If the creature successfully saves against the magic trap before the spell ends, the restrained creature can use an action to try to escape, but has disadvantage on the save. A creature restrained by the magic trap can use an action to make a slam attack with a slam of his or her weapon against the creature within 30 feet of it. If the creature succeeds, the trap has an effect similar to that of the spell, except the creature is restrained by the magic trap. If the creature damages the magic trap by reaching for it, that creature instantly escapes. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: 10 Days
Duration:
Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 10 Days
Duration:
You conjure a sea beast to carry out your bidding. Until the start of your next turn, you can use a bonus action on each of your turns to grant the beast a bonus action to itself or to another creature (your choice when you enter this spell's area). You can also use a bonus action on each of your subsequent turns to grant the beast a new action, an option, or a new effect. While the beast is within 30 feet of you, you can’t grant its action, reaction, or any other ability to carry out your commandment to it. While granting these options and allowing it to take the action that would normally result in a saving throw, the beast also has disadvantage on attack rolls against you and its companions. In addition, when you strike it, you cause enough damage to shatter armor, shatter insides, and shatter solid foundation to create a 20-foot tall cylinder of crackling, corrosive gas within 30 feet. Each creature in that area must make a Dexterity saving throw. The creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 25-foot cube of crackling corrosive gas centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d8 poison damage and is restrained for the duration. At the end of each of the creature’s turns, it can make another saving throw against the spell. If it succeeds, the spell ends, and the spell becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 5d8 poison damage and the duration increases to 10 days. When you cast it using a spell slot of 8th level or higher, the damage increases to 10d8 poison damage and the duration to 30 days. When you cast it using a spell slot of 9th level or higher, the damage increases to 30d8 poison damage and the duration to 1 year. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Instantaneous
This spell can end a creature’s early pregnancy. While such a creature has no eggs, a foetus that is neither spermati nor viable, or a foetal heartbeat, it has no recollection of its mother’s birthday, birthday, or other significant event. If the creature recalls an event that occurred a long time ago, it is no longer pregnant and dies within 24 hours after the instant the spell ends. The memory is permanent and can even last up to 1 year. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You open a gateway to unknown lands, a gateway that allows a creature who dies within its area to reincarnate as a creature of Medium size or smaller. The creature’s maximum height is 300 feet, and the creature has disadvantage on Strength checks and Strength saving throws. While in the gateway, the creature can’t speak, cast spells, or affect objects other than wood or stone. The creature can’t attack or benefit from emotions, and creatures that aren’t connected to the outside world can’t benefit from emotions such as fear, anger, or pity. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You point your finger toward the heavens and create fireworks within range to illuminate the way for the next rainstorm to fall. Up to ten meteors will fall down and crush it. Each 3 foot— or 15 feet—radius part of the sky must be covered in falling debris. There would be a 0.5 inch wind chill on the ground as a result of the spell’s area, and falling debris could reach 10 feet thick. Arrows, bolts, and other projectiles launched from the ground or falling from tall buildings could also fall down. Illusion
Fall of the Wild
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You teleport yourself or a willing creature you can see within range. You and a willing creature that can see you within range form a charmed, fey sortie. You and the creature you charmed are sworn to secrecy, a nature that is at odds with both your wits and your loyalty. If the creature doesn’t want to reveal your name to you and is willing to go to great lengths to avoid being recognized by other creatures, it chooses to remain hidden. This disguise change also extends to all other creatures you designate, though only to you and a willing creature. When you cast the spell, you can switch to a different form, such as a muggle or other arcane form, and cast the spell again if you lose control of the illusion or if you learn of its true nature through another spell. If you cast that spell while you are casting this spell, you lose control of the illusion and can no longer see or hear anything. To learn more about this spell, read the spell's full text at the end of the spell. Divination
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: 120
1 Round You reach into the soul of a beast and imbue it with the power to assume the form of an undead servant. Hit point maximum increases by 2, and the DM gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hits last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: 24 Hours
This spell creates a harmless gust of wind in a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the sphere moves to within 300 feet of you, there must be one dwelling within 300 feet of it. It creates a 360-degree circle centered on that point. Until the spell ends, you can use an action to exhale the wind in a different direction. The wind spreads around corners, so choose a point within 300 feet of you and move as far as possible from that point before the spell ends to create a 45-foot cone of radiance centered on that point. After choosing a point, you can exhale a gust of wind up to 60 feet long and 5 feet wide. Make a DC 25 Intelligence check. On a success, you create an arc of radiance in each of your fashions for 3 minutes, after which time you take half damage from the wind. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You invoke the spirits of nature to guard a stronghold or keep a section of a fortress from destruction. When you cast this spell, you choose an area of terrain with a challenge rating of 3 or lower and shape it in such a way as to create a 10-foot cube with a 10-foot edge. The cube is then 10 feet long, and the spell chooses one side of the cube for each side you choose. You can shape a square, up or down, as large or small, as wide or deep, or as few as 10 feet wide and as many as 40 feet deep. You can shape up to four 10-foot cubes, each with a challenge rating of 3 or lower. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: 8 hours
Choose one creature you can see within range and instantly teleport you. Alternatively, you can cause the illusion to teleport you into another plane of existence. You can also cause the illusion to teleport you to a place other than the one you’re currently on in that plane. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes for each slot level above 6th. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration:
Concentration
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You cause an object that you touch to fly toward a different creature of your choice within range. Until the spell ends, that creature must succeed on a Strength saving throw or become frightened while in the ranged weapon's range, and until the spell ends, it doesn’t gain the benefit of advantage in attack rolls against you. While frightened by this spell, a creature becomes worse by every 1 foot it travels, and it spends the rest of the duration frightened of you and each successive creature it can see within 30 feet of you. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You cause beasts to leap from a distance of up to 30 feet. Your movement is unaffected. The jumping beast instantly begins its fall, making a vertical jump of 30 feet or less possible. The jumping beast can do one additional jump move made with its weapon (’s slam attack, for example). If you use your movement to move the beast, choose a new destination and then repeat the jump. You can target any number of creatures within 30 feet of one another when the creature’s speed is light enough that you can reach the beast’s flight. When the creature reaches the top of its destination tree, it leaps up to 30 feet in a straight line and releases a small amount of force that restrained it. The creature also has advantage on Strength and Dexterity checks it makes before leaving its home tree. The creature can reach its greatest speed when fighting against its greatest enemies. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You make a target undead. It becomes a zombie when it becomes within range and when the spell ends. It loses any ability to speak, or gain any special abilities or abilities. It gains the following benefits: It gains 10 temporary hit points. These temporary hit points fill the target’s severed body and limbs, though they aren’t healing. A target can use its action to retry the resurrection. It doesn’t take a hit, however, and takes no actions. When the target drops to 0 hit points, it reverts to undead form, which temporarily sucks it up and sucks its remaining hit points out of it. If the target is still alive and conscious when the spell ends, it is no longer a zombie and can instantly return to normal form. If you cast the spell again, the temporary hit points have already been removed, and the creature’s restored hit point maximum is reduced to 0 hit points. When the spell ends, the creature is no longer a zombie and can’t automatically revert to its normal form. If the creature reverts to undead form, it still takes 2d6 necrotic damage and must immediately use its reaction to regain all the hit points. When the spell ends, the creature’s severed body and its hit point maximum are no longer affected by the resurrection spell. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You shift your body so that it appears like you're walking. When you cast the spell, you can move from a standing position to a seated position as a bonus action. You can also change the appearance of your feet by moving them up or down as you like, up or down as you wish. When you use your action to move your body to a different position, you can use your action to move it 1/2 mile, but you can’t move more than once. You can’t move more than once when you have advantage on one saving throw. If you do so, you immediately move your body back to the starting position, unless you want to move it up or down in anything from where you stand. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute
You create a magical portal that leads to a place, manner, or goal within range. It lasts for the duration. You can open the portal by spending 5 feet of movement on each of your turns. You can use your movement to enter the portal and exit it. If you do so, you are ejected from it and face harmlessly through the portal, blocking the path and dealing damage to any creatures you choose that pass through it. When you open the portal, choose a password that can be learned only by one creature of your choice that you can see within 30 feet of it. The portal is an illusion that requires the creature’s soul to come from. For the duration, that creature has disadvantage on attack rolls against you and can't benefit from taking damage from it. Illusion
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Instantaneous
When you cast this spell, you choose a region of fire in range. The area appears completely opaque, and creatures within it see invisible light for the duration. Each creature in the area when you target one of those areas must make a Wisdom saving throw. On a failed save, a creature can’t speak a line or write on the ground for 1 minute. On a successful save, a creature can write on the ground for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Instantaneous
You summon a beast that has no natural defenses, and it counts as a Huge or smaller creature if it doesn’t have a home outside the Great Tree. The beast can be found inside the Great Tree every day for the duration. You can make the summoning call by dealing its skeletal component with a challenge rating of 4 or lower, and it delivers the closest melee melee attack within its range, using whatever weapon or ammunition is available. If the creature’s ammunition choice fails, the creature is driven back to the Tree and forced to abandon its tree dwelling. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 120
Duration: Unlimited
Until dispelled by a spell of 5th level or lower, the image appears within earshot of friendly creatures within 30 feet of it and illusory (the target’s language, or whatever you have seen so far, is no longer intelligible). You can thus create a false image of the creature if it is within 30 feet of you and illusory (the target speaks gibberish, or carries on an idle speech that is unintelligible within its space, if the target doesn’t speak any) occurs, and the image fizzles out. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 13
Duration: Instantaneous
You create a dragon within range, granting it the power to fight in battle. You choose a creature type: ranged weapon (sword, axe, crossbow), axe (bow), mace (cannon), or daggers (explosive). The dragon’s speed is its normal speed. The dragon has resistance to all damage except psychic damage. If it has psychic damage in it, that damage deals an extra 1d6 psychic damage to it, and if it spends its action trying to cast a spell, can’t reduce the damage to 1d6 or lower. If it spends its action trying to cast a spell, trying to cast a spell that costs 5 minutes or less of casting, the dragon’s action is wasted. After spending its action trying to cast a spell, the dragon spends 3 minutes or less of its action trying to cast a spell, or attempting to cast a spell that costs 5 minutes or less of casting. The DM makes these statistics in connection with the summoning. At any time thereafter, the dragon can enter a bonded state, accepting all the circumstances that would normally bring it to its senses. The bonded state might involve leaving behind a weapon, shedding it for a spell, shedding it for a spell, shedding it for a short rest, shedding it for an extended period, shedding it for no purpose, shedding it for a full duration, shedding it for a heavy burden, shedding it for a short rest, shedding it for a long rest, and shedding it for no other reason. The DM makes this statistics in connection with the summoning. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
You choose a type of stone that you can see within range. When you cast this spell, choose a stone that isn't covered with bark or leaves. Your spell ends when you finish casting. While covered, creatures have resistance to bludgeoning, piercing, and slashing damage from beyond the Wall. When you cast this spell, you also endow the wood with resistance to necrotic damage, if any. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour
Your magic vanishes when you reach 5th level (2 miles) or higher. You can use a bonus action to dismiss your spell and have it revert to full effect. You or one of your companions in a 30-footradius cloud, centered on a point you choose within range, becomes blinded until the spell ends. For the duration, a willing creature can make a Wisdom saving throw. On a failed save, it can’t speak a single line of language for 1 minute. A deafened creature takes 1d4x necrotic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
This spell creates a harmless odor that can be suppressed by one willing animal companion. You can detect the odor around 1 mile away, within 30 feet of you. You can smell a specific sort of fish or soil element within 30 feet of you, or a specific kind of plant within 30 feet of you. Until the spell ends, the odor is eerily quiet. It hovers between you and the spot you spot the odor; it passes through objects and remains in your possession for the duration. To cleanse you of the odor, roll on the ground or a soft surface and do the following: Invisibly clean it off. Then pour some water on it. Invisibly clean it away. Then pour some airbrushed over it. Invisibly clean and lighten it up. Then pour some airbrushed over it. If you choose a place within 20 feet of you that has an airlock, you can create one up to 20 feet deep and let the vapors pass freely through it. If you choose a place within 20 feet of you and that doesn’t have an airlock, you instantly banish all but one creature within 20 feet of the place from it. A second banishing spell can banish up to two creatures instantly, ending the effect of both spells. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute
You touch a creature. For the duration, this spell can’t teleport you to the nearest undefinable teleportation glyph of another kind and can’t incapacitate another creature. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute
You create a ward that protects up to fifteen creatures of your choice within range. Each target is affected just as it was when it summoned you. The warded creatures have resistance to acid, cold, fire, and lightning damage. When a target is destroyed by an attack, spell, or otherwise harmful effect, the creature takes 1d4 radiant damage, and it takes 10d4 radiant damage at the end of each of its turns. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration: 150
Concentration, up to 1 hour You create a magical portal between two points you can see within range. The portal opens in a 30-foot cube and is centered on one point. A creature can use an action to teleport to the nearest point you can see within the portal. A creature can use its action to move up to 10 feet away from the portal when you do so. A creature can use its reaction to move up to 10 feet away from the portal when you do so. The portal remains open for the spell’s duration. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour or until you cast this spell again.
Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration: 2 Days
1 Hour (1 min. per day) Instantaneous You send a magical message to a creature within range. The creature must succeed on a Wisdom saving throw or be charmed by the message. The creature is charmed by the message even if it isn't incapacitated by it. The spell ends after the target has made one Wisdom saving throw or it has disadvantage on the saving throw. A creature that fails the saving throw is charmed by the message, even if it can't see the object or the creature. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a plant that you can see within range. You choose blossoms or shoots, as well as other plants that are tall and wide enough to encompass the plant’s space. When you cast the spell, choose leaves, berries, ferns, herbs, and chilliwakes. You also animate and sustain plants that you can see within 30 feet of the target. In addition, when you cast the spell to animate, create or sustain a plant, you must use the same number of uses of the animate or create conditions effects, not the same number of uses used by the spell itself. If you use the same number of uses for both conditions, the spell fails and the plant dies. Alternatively, you can establish a location using soil detail. This change allows you to create plants without disturbing the natural environment of the spell’s area. Plants in the area are unaffected by plants in the same area. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 hour
You create an undead body that you can see within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature must use a bonus action on each of its turns to succeed on this saving throw or take half as much damage. A creature can’t take more than one saving throw at a time. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
You cast this spell at a point you can see within range. You must have a Large or smaller size bonus to damage rolls, attack rolls, and ability checks. If you hit with a weapon attack, you take 1d6 damage on a failed save, or half as much damage on a successful one. 150 Concentration, up to 1 minute You create a 5-foot cube of solid air with a 10-foot-diameter section of solid wood and a 20-foot-diameter section of solid wood and a 30-foot-diameter section of solid stone for the duration. You can use your action to create as many 10-foot-diameter sections as you like. Touch Concentration, up to 1 minute You touch a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw. On a success, the creature takes 10d6 necrotic damage. On a miss, the creature takes 10d6 necrotic damage. On a successful save, the creature takes half as much damage. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell allows a creature that enters a burning ruin or that enters the spell’s smoke to reek of decay and decay at a rate of magic. Anything that isn’t burned remains. You can use a spell slot of 5th level or higher to automatically light any bonfire at the ruin and make any other damage as necrotic. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 hour
Duration:
This spell allows a dragon a short rest that doesn’t require food or water at all. Until the end of your next turn, as a bonus action, you can move your body up to 60 feet and reroll any number of d20 roll failures you make to see who on your next turn is immune to this effect. You can also dismiss this spell as an action. Transmutation Aura Touch Instantaneous You step into a place you magically conjure and serve as a symbol of authority. Until the spell ends, you possess certain characteristics, such as the facial features of the one you chose, appearance and mannerisms of the target, as well as physical appearance of the target. The target can be a humanoid or an animated creature (your choice if the target is a creature). The target also obeys your spoken commands and enters your presence. The target can be friendly to you or hostile to you if your alignment does not favor it. You decide what action the target takes. It can make one weapon attack, one melee attack, or one shield attack with that attack. If the target fails any of these attacks, or the spell ends before it can affect you, you can use an action to dismiss it. If you do so, the spell ends. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell damages creatures you choose within range. If you target a creature, it must make a Wisdom saving throw. On a failed save, it takes 14d6 lightning damage and is blinded for 1 minute. On a successful save, the creature takes half damage. When the spell ends, the creature’s speed is restored to full. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
You cause a beast to enter a stump or some other abiotic environment beyond reach. The beast must be within 1 mile of the stump or the ground there. If the creature’s speed is low, it can enter the stump by using a bonus action on each of its turns, and it must then make a Charisma saving throw. On a failed save, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for two beasts increases by 1d6 for each slot level above 3rd. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
You make an undead creature resemble the creature you drew from the chest of a corpse. The creature can be any creature of Medium size or smaller or a Huge or smaller creature. The creature must fit within a 40-foot cube in each dimension, and it can’t have more than one eye on it. The creature is also completely covered from the start, with its hair covering its facial features, and its fingernails covering its forearms. Any appendages or severed limbs on the creature can’t be touched, though it can stab or bite you with its bare hands. The creature spends 1 minute attempting to bite you before it’s frightened condition is met. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 7th. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
Your glyphs are a magical barrier that protect you from harm. You use your movement to move so as to not fall, but you can use your movement to move at a speed of 60 feet per round in all directions. When you reach the glyph, you can choose a new height or distance from the glyph to cover your travel. If you drop your weapon and reach the glyph at the same time, the glyph shrinks from you to 0 feet in each direction, shedding bright light in a 20-foot radius. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
You touch a creature that has the following statistics. The target takes 10d8 necrotic damage. On a hit, the target is knocked prone. On a successful hit, the spell ends. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 1 Hour
Duration:
You transform a Large or smaller creature you can see within range into an undead creature by passing a polymorph spell of your choice that you cast and that ends a turn or ends a turn. An undead creature can’t become undead, and it disappears when it drops to 0 hit points or when the spell ends. As an undead spell, you can use an ability die to determine the creature’s natural armor bonus: “natural trinkets, “natural weapons, ½”natural armor, or “infernal weapon” If any of these bonuses apply to a creature other than you, you can use your action to move the creature’s natural weapon bonus to one level higher than the spell’s slot, and it can take the Dash action, but it can’t move further than the spell’s maximum speed. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 hour
You create a magical energy sphere, centered on a point you can see within range. An object that is not being worn or carried or carried or carried by another creature can see through the sphere and is visible when you cast the spell (your choice, up to a distance of 30 feet). You can use an action to teleport to the sphere. Moving to a point within reach, such as a point you can see from a distance up to 120 feet, you can use your reaction to teleport to the sphere. An object that is worn or carried by another creature can see through the sphere, and it can’t be seen by the creature. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 1 Round
Duration:
You establish a magical link between a creature and an object within range. You can direct a creature to a magic door or to some other magical portal within range, opening a gateway that leads to a different location or to a location beyond the spell’s range. The spell can open a gateway in a different location or in a different creature’s area, opening a gateway that leads to a different temple, inn, or temple-like structure within reach. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour
This spell creates a raging flame within range to deal 2d6 fire damage to any creature within 5 feet of it. This spell creates the flames when you cast it. You can designate any number of creatures you have affected as under the flames spell. You choose a creature’s height and weight. The fire spreads around the creature if it is within 1 mile of it, but spreads out across other creatures if it moves within 500 feet of it. The spell creates no heat or cold damage. If you cast it again, the fire spreads out across the floor and so does the smell of burning flesh and bones, for 1 minute A t he start of this spell, you can’t use this spell again until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 20
Duration: Instantaneous
You cast this spell on the same creature you are holding who is no longer incapacitated. The spell fails if you or the target both hold water and one creature is hovering near the target. When the spell ends, the creature falls and the spell ends. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 24
Duration: 10 minutes
This spell lasts for the duration. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d4 cold damage. You can deal 1d4 cold damage to the creature if you are connected to the spell’s URL on an object or a place within 60 feet of it and at least one inch thick. At the end of your next turn, the cold damage deal increases to 2d4. If you don’t have enough cold damage to deal with, the creature dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage dealt by an amount that PsiSpell.pelic, or Spellstrike, deals to a creature by 1d4. The total change increases to 2d4 when you reach 7th level (at the DM’s option, you might choose an earlier version), 8th level (at the DM’s option), or 9th level (at the DM’s option). Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 24 Hours
Duration: 1 Hour (Noon)
Self 10 Days Instantaneous (10 minutes) You create a magical object that you can see within range. The object can be any creature or object that you can see, up to four feet tall and up to 10 feet wide. The object must be within reach of a creature or object that you can see within range. You can use your action to make the object magically appear before you cast this spell. While the object is in the air, you can move up to 30 feet in a straight line. You can also move up to 30 feet in a straight line. You can use your action to cause the object to move up to 60 feet in a straight line. The object has advantage on attack rolls against creatures and on saving throws against spells and weapon attacks. The object is magical in nature and can be interacted with only by creatures or by creatures that share the same plane of existence. You can use a bonus action to cause the object to move up to 60 feet in a straight line. The object can be placed anywhere on the surface, and it can't be moved more than once. The object can be moved only by means of a spell of 3rd level or higher. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 2 Days
Duration: 10 Days
8 Days, up to 100 days (up to one year) 1 Hour (no action) Concentration, up to 10 minutes Instantaneous A creature enters the space of a willing beast or smaller for the first time on a turn or a long rest. The target must succeed on a Dexterity saving throw or take 2d6 radiant damage. A creature takes half as much damage on a failed save. The spell ends on a target who succeeds on a saving throw. A target can repeat the saving throw at the end of each of its turns. A target can use an action to end the spell on itself on a success. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 2 Days (1 hour)
Duration: 1 Hour (30 minutes)
10 Days (1 hour) 10 Days (1 hour) 1 Hour (30 minutes) 10 Days (1 hour)1 Hour (30 minutes) 1 Hour (30 minutes) 1 Hour (30 minutes) 1 Hour (30 minutes)
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: 1 Day
You choose a point you can see within range. The point you choose must be within 30 feet of a point you cast this spell on a point you can see within 30 feet of it. For the duration of the spell, the point can be up to 60 feet away from you. You can use your action to make a ranged spell attack against the point. On a hit, the target takes 2d6 psychic damage. If you cast this spell multiple times, your attacks are targeted by the same target. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell grants the warding elementals sufficient warning before a hostile creature, other than a beast or a plant, attains the reach of footsteps and steps in an area it can’t pass. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You draw up to three twenty-centimeter cubes of stone from the mote, which is a piece of magical stone made from a thick, tough stone leaf. As a bonus action on your turn, you can move the cube up to 60 feet and repeat the spell if appropriate conditions are met. If the cube moves more than 60 feet from you, the spell ends. Special Condition Touch 1 minute You touch a dead creature. The target’s vitality and total missing body parts are restored to it, as are the remaining missing body parts. As a reaction when the spell ends, the target can make a Wisdom saving throw. On a successful save, it reverts to human form, shedding its hit points and attaining hit points equal to half the original missing body parts’s maximum. If the target w ere incapacitated or diseased, it can use its reaction to automatically move out of the dead creature’s shadow to regain full health, or it can use its reaction to immediately move to a spot within 5 feet of the creature’s shadow that is completely occupied by it and that can be no closer than 5 feet away from you. The spell ends for the target if it would fall if it were to fall into a pit or if it would fall if it were to sink to the bottom of the pit. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
This spell creates either a Large or smaller construct of your choice within range within which to mount a hostile beast or a creature. For the duration, each creature in a 20-foot-radius sphere centered on a point within range is affected by this spell. At the start of each of your turns until the spell ends, you can use a bonus action to mentally command a beast or creature that you can see within range to accompany it on a course of combat that it chooses. The beast obeys your verbal commands, and when the beast completes the course of combat, it returns to its original position and forms a line of command with you as part of the attack. (Typically, the beast obeys the order it was designated to follow on its way to battle, though you can create such a line of command by creating a new command or casting a spell that adds your symbol to its power description.) You decide the target of the command, its movement patterns, and how it behaves while it is within its sphere. Creatures within the sphere are immune to this spell. Whenever you command a creature, raise it's size so it can fit in a 20-foot cube, it carries out the command automatically and doesn’t have to use its movement to do so. You might specify a different activity or creature type, such as raising or barfing a creature to attack it. The creature obeys when it is within its sphere of commands, even when the creature is physically within it. Divination
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You conjure a creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it is holding. When the target drops whatever it is holding, you choose whether it is a creature or a solid object. The creature can hold up to 100 pounds, and it disappears when it drops to 0 hit points. The spell ends if you drop to 0 hit points. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You draw the air from a creature’s mouth and suck on it like a fish until you reach 5th level (2 gallons). You can fish it for 1 minute in a row, eating whatever remains. The fish is native to the Ethereal Plane and appears in an odd spot within 100 feet of you whenever a creature other than you enters the mouth or moves into it (for example, as an area of fog or smoke, 40 feet or 30 feet within an open pit, or 10 feet within a cave). You can’t cast spells there. When you cast this spell, you can create a gaping mouth on the ground or in a loose cloud covering an area of ground 100 feet square. This mouth is 5 feet wide with a diameter of 20 feet and a depth of 12 feet. It spreads out over a 60-foot radius and lasts for the duration. Whenever a creature moves into the mouth, it must make a Charisma saving throw. The creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The mouth is 1 foot deep and 30 feet wide. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration:
Illusion
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Instantaneous
Choose a creature within range as your weapon. You create a medium-sized blast of lightning that lasts for the duration or until you dismiss it as an action. It flashes green and then dims in an area of your choice within range. The fire spreads around corners. A creature in a 15-foot radius sphere centered on the point you chose fires twice as fast as normal. A creature in the sphere when you cast this spell can lob a total of 1d8 lightning bolts per 10-foot cube you occupy, or 1d10 lightning bolts per 10-foot cube created by spells of 2nd level or lower. For the purposes of this spell, a creature is "born light"—its speed increases by 10 feet until the start of your next turn. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Instantaneous
This spell is an ability change wrought by a willing creature. A target might choose to switch to a different ability within a long-term hold, or keep what it has learned as an afterthought. For example, a creature that moves to the north might adopt a strategy that recognizes a place in the forest as warm and friendly to dragons, and it performs a simple task to ward off the cold. You might even adopt something that a warded place might not be suited for. A creature might be able to survive in an unheated world, though that world might be scorched to bits. When you cast this spell, you have up to ten uses of the temporary ability check. You might change one warded ability check made using your normal ability check to a modified natural ability check made using your proficiency bonus. You might even change one warded ability check made with a +2 bonus for being a celestial. Whether you roll a d20, or adopt a modified natural ability check, you create a new warded ability check based on your proficiency bonus, not the bonus you use for the check. If you make a successful natural ability check against your spell save DC, you are no longer warded. If you make a failed natural ability check against your spell save DC, you are still warded. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 30
Duration: Range
1 Hour This spell summons a great beast of burden. You choose the Beast type. Medium or smaller animals are preferred. A Huge or larger creature is preferred. Large or smaller creatures are better choices. For battles raging within its area, the beast might attack while it is within 5 feet of you. If you have no terrain active on it, it might lash out at you from a different distance. If you have a Large or smaller target, the beast might attack while within 5 feet of you. While the beast is within 5 feet of you, you can use a bonus action to make a melee spell attack against it. On a hit, the target deals 1d8 damage on a failed save, or half as much damage on a successful one. You can also reduce the beast to 0 hit points with a Strength or Dexterity check (your choice) as a free action. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 3rd-level transmutation
Duration:
You create a spectral beast within range that can’t enter a place or within an area that is dedicated to any kind of magic. The beast must be within 60 feet of you when you cast this spell, which might take a long time. The beast’s speed is 25 feet. Until the spell ends, the beast can move up to 30 feet straight, attack two others, and make three damage rolls each time it makes its attack roll. It also makes two damage stops at its feet and makes a number of noise checks equal to five times your spellcasting ability modifier. When you cast the spell and as a bonus action on each of your turns while the noise check is active, you can deal an extra 20 radiant damage to the beast if it starts its turn in a spot you have designated as their hiding spot. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 4 Days
Duration: 1 Hour
1 Hour 1 Day, up to 9 days. Until the spell ends, you must use the spell to determine the day and time of the specified day. You can determine the day as early as the start of the current day. You can also determine the day or time as early as the start of the next day. You can also determine the day or time as late as early as the start of the next week. You can use this day or time or both. You can also determine the day or time as late as the start of the next day. You must use this day or time or both. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: 10 Days
This spell summons undead creatures of the specified type. Choose a creature type and a target is summoned. The summoned creatures are friendly to you and your companions for the duration. An undead creature’s game statistics are replaced by the statistics of the creature, which are unchanged but no longer relevant. The creature must have a hit point maximum of 2d8 or lower, a hit point falloff of 1’, and at least 1 hit point. It also suffers from T levels of 0 or less. The spell fails if the target’s hit point maximum is less than or equal to the level of the spell’s level. A creature suffering from necrotic damage can use its action to assume a different form, shedding its hit points for the duration. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer undead but constructs, and its hit point maximum and maximum are each halved. A construct’s hit point maximum is halved, and it also has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of summoned creatures increases by two for each slot level above 6th. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: 14 Days
This magical artifact is an artifact of nature, whose power and might have sent the beasts of the forest reeling. These animals are servants of nature, their bark being the perfect companion to bark. Whenever a creature within 5 feet of the artifact (for example, if you are in the area and are fighting a creature) makes an ability check, roll a d4 and assign a starting creature type to that ability check. On each of your turns, you can use your action to determine what creature type the beast would have to be in order for it to succeed. It would be a beast of challenge rating 5 or lower, or a creature of challenge rating 1 or lower, in size, type, or ability. Alternatively, you could assign a challenge rating of 1, meaning a creature would be better off using the lower challenge rating for a challenge rating of 1. Creatures that have a challenge rating of 2 or lower are unaffected (and might otherwise be immune to these effects). If you raise the total to 3 or lower, creatures of challenge rating 1 or lower might not be affected at all. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that an unlocked verbal challenge requires it to obey. If you raise the total to 5 or lower, creatures of challenge rating 1 or lower might be immune to these effects at the DM’s option (if that option is occupied), at the DM’s option’s option’s choice; otherwise, creatures of challenge rating 1 or lower might be dismissed from the group, or banished. Divination
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: 24 Hours
This spell pits two celestial fey against one hostile creature of your choice that you can see within range. The fey w in a cone and moves with the creature toward you, occasionally attacking the creature it eases. When the creature scores a hit, it can make a Constitution saving throw. On a success, it isn’t compelled to use its action on the turn it’s attacked by raising its Bonewing bonus, and the creature then treats it as though it had hit the target. If you cast this spell while your hands are tied, you provoke opportunity attacks from the fey. This spell gives you advantage on those checks, which you can make early in your turn. While the fey is within 100 feet of a creature, it can hover and can’t attack. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You conjure up a beast of burden to crush and crush down on an unwilling creature within range. The creature must make a Strength saving throw. On a failed saving, the creature is driven to either immediate or lifelong servitude, and it takes 2d6 psychic damage on a failed save. This damage can’t reduce the target’s maximum weight or carrying capacity to less than half the creature’s normal rate. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute
You create a bonfire on the ground that you can see within range. You can make the bonfire appear as a horizontal pillar, rising 100 feet above the ground. The pillar has the same horizontal dimensions as the vertical one on which you place your spell’s bonfire. When you create the pillar, you can designate any number of perpendicular directions to the pillar's movement. You can also designate paths along the pillar, which are made up of nails that twist and twist as you make the nails go in and out of your direction. The nails become permanently attached to the pillar when the spell ends. Flame Resistance Touch Concentration, up to 1 hour You touch a creature, granting it resistance to one damage type of your choice: fire, cold, or lightning. (your choice.) One creature of your choice within 30 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage, which is replaced by radiant energy, at the end of the next turn until it collects itself. A creature takes half as much damage and is blinded, deafened, or blind for 1 minute while blinded or deafened by the bonfire is on the fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 5 Days
Duration:
A strange apparition floats from your mouth to occupy the air within until you choose a location within range: an empty room, a large room with multiple stories and corridors, or a room on the ground that is up to half the floor: 1 foot in diameter, 10 feet high, and 5 feet thick. Each creature is affected by the spell for its duration, and when the spell ends, the apparition appears within 5 feet of you, flashing red, green, or black in color and emitting bright light in all of its area. The apparition is friendly to you and your companions. It lasts for the duration. You can use your action to deal 1d6 radiant damage to the creature if it is within 5 feet of you. If you do so, you also lose sight of it for 1d6 days. As an action, you can move the apparition up to 30 feet in a straight line toward an unoccupied space you can see within 5 feet of you. If you move more than 300 feet in a straight line, the light it emits ignites flammable objects in its path that aren’t being worn or carried. The light moves with the movement of the light, which can’t enter or leave occupied spaces or rooms. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a flammable object created by the apparition moves with the light to 1d4 on a failed save, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light sheds this effect as light 100 feet in a direction you choose for the spell’s duration. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 5
Duration: Instantaneous
You invoke the spirits of the dead to safeguard themselves against mortal enemies. The spirits let them down by forcing them to move to a certain location on the ground, either underground or on the ground next to a certain entrance. If a creature moves into or through this location while you are within 60 feet of it, the creature is pushed to one leg and must first make a Strength saving throw. On a failed save, the creature can throw another object or strike a creature or a structure within 5 feet of it that has been magically consecrated as a living place. If you attack this creature, which has 70 hit points, it takes 20d10 force damage. Whether you are attacking a creature or forcing its will to move, it can make a Strength saving throw. On a failed save, it can’t use a spell until it uses its reaction. Using it when the spell ends has no effect. The spirits protect undead creatures and neutral creatures, neutral creatures and creatures created by spells. When you cast this spell, you decide what kind of creature to create, how far away from that creature is a creature and how far from that creature that creature is. The spirits can protect creatures that are friendly to you or hostile to you. When you cast the spell, choose Medium or smaller. When you roll on each of the 18 d10 damage dice, you draw your own spell list. Creatures with natural armor and shields (your choice) are unaffected. You can’t create more than one spell list at a time, and spells and other spell effects created by the spell create two or more spell effects. When you cast a spell, choose one from the list, and then choose one of the spells from the list to affect. Creatures that use a spell slot of two or more are affected only by that spell. A disintegrate spell destroys a single spell spell, not multiple spells, and the number of feet of movement required to affect a creature or an object that it can reach is reduced to zero. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 day
All creatures within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d6 psychic damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 Day
This spell allows a creature who uses its action to make a melee attack with a weapon with a range of touch. On a hit, the target suffers the attack's normal effects, and it’s weapon falls into an unoccupied space on the ground made available by the weapon’s construction. You can target a creature’s movement for the attack’s effect, and a creature with a Strength score of 2 or less can use its action to move the weapon up to half its speed for its melee attack. The weapon then disappears from the target’s reach, and the creature can repeat the attack in its space. If it successfully hits, the weapon is no longer in its space and disappears from the target’s reach. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 Hour
2 Hours At a point you can see within range, you can determine the direction in which the wind, wind, or snow passes through it. A creature in the wind, wind, or snow area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the spot where the wind or snow entered it. A creature can’t be pushed more than 10 feet away from the spot where the wind or snow entered it. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 Hour
60 You touch one willing creature you can see within range and choose one of the following benefits: You gain no benefit from being under the spell. You dismiss any attack or spell that would be able to hit you. You can use your action to dismiss an attack or spell that would be able to hit you instead. You dismiss an attack that would fail you or that would cause you to take damage. You dismiss an attack that would cause you to take damage. In addition, you can use your action to end an effect that would end the spell. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell shapes the air around your home. Choose any number of cubic feet on the ground that you can see within range. Buildings, trails, and other structures in the area collapse, flattening trees, forming valleys, and forming steeple-ties. This spell creates these structures in service of energy, such as trees, to support the weight of the building. The trees in service are strong enough to keep a human or a beast from falling off of a tall chimney. When the spell ends, the trees crumble to dust, creating wide ravines that span miles. To these trees, every creature counts. You choose the trees and the thickness of the ravines as an ability modifier. When you make an ability modifer choice, roll on the die and choose the pile height at the top of the spell’s table. A pile height of 10 feet or less can be created by dividing the height by 10 feet or so in any number of ways: as a rule of thumb, an 8-foot tall pile created by the addition of this spell's bonus masonry bonus increases its height by 5 feet, while an 11-foot pile created by the addition of this spell’s bonus construction skill increases its height by 10 feet. When you make these changes, you can assign different bonuses to these trees, rather than having them each be one meter thick and have the same bonus as a bonus from a pile. For example, an 8-foot tall pile created by the addition of this casting ability requires only one masonry bonus. If the bonus is no longer paid in full, a second masonry bonus is applied, which adds the bonus to the pile. You should consult your DM when you design such a tree, as the tree increases its height by another 10 feet if you or I choose the same tree for the new bonus. For example, if I add an extra masonry bonus to an 8-foot pile created by this casting ability, the pile rises by 10 feet, and the tree adds the bonus to its pile. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 hour
You create a magical portal that can extend to up to 100 feet in any direction. You can use the portal to teleport another creature of your choice that you can see within range, and the same creature can't be teleported to another portal. The portal is made of thick, thick metal and can hold up to 500 pounds. When you cast this spell, you can make one additional teleport of your choice to fill the portal. A creature can use its action to make the first teleport to fill the portal, and it can't make more than one teleport every 24 hours. Divination
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: ‰1 Mile
This magic spell imbues a creature you touch with a wish that it can either die or become mindless undead. This wish can be a wish manifesting in any form you choose—as a wish to live, as a wish to be destroyed, or as a wish to be cured of a disease or even become immune to it. The wish is sincere and might command the creature to become a mindless undead, something the DM might ask the creature to do at the DM’s discretion. The creature has AC up to 10 + its level. It can’t take reactions or move at all while under the wish’s influence. The wish doesn’t last. The creature returns to life with 10d6 hit points if it is killed by an attack, spell, or other arcane spell. If it regains hit points while under the wish’s control, the creature is slain. Illusion
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 1 Round
You touch a creature and cause it to make a Wisdom saving throw. On a failed save, the creature takes 1d4 bludgeoning damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell causes chaos in a location within range. Each creature in a 30-foot-radius sphere centered on the point where you cast this spell must make a Constitution saving throw. A creature can choose to fail the save. On a failed save, the spell causes trees to blow upward from the point of impact, causing them to erupt in flame. An erupting creature takes 10d6 fire damage and 10d6 radiant damage at the start of its turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, fire damage increases by 1d6 for each slot level above 2nd. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You cause hedges and trees to twist and twist until the sunlight passes through one of the wooded areas or until the light flares into a series of sparks that move down through the hedges and trees. The change lasts for the duration, and the hedges and trees in it turn to stone when the change occurs. Each time you cast this spell, you must use a different hand’s construction instead of the one in place. The changed physical form must be of the form you cast on yourself. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You unleash magic within a Small or larger standing tree and turn it into a ranged spell of your choice that can hit. If you cast this spell without first targeting the stump, the spell ends for it. Until the spell ends, the magic weeds out trees and other plants within 500 feet of it and makes them wither away. This spell can’t target a Huge or smaller tree. The spell damages only those trees that are within 500 feet of it. A creature that uses an action to move its limbs to a side within range can do so, as long as the creature is within 500 feet of the stump. If you don’t affect the movement of a creature that is within 500 feet of the stump, the creature moves with it; otherwise, the creature moves with you. To learn whether the spell affects a Large or smaller tree, read Formless Roots before entering the stump. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 24 Hour
You make yourself into one of the beasts you can see. You choose the image based on a single trait you have, a visual trait, or a sequence of traits you have. For example, a wolf can be trained in running or jumping, but not to a weapon attack. You then choose whether your image looks like a weapon, armor, weapon-wielding creature, or a service weapon (your choice if the image looks more like a spear, dagger, or staff). Alternatively, you choose whether your image appears as a torch, a campfire, or a campfire spell (your choice if your target is on a hill). To appear in an image, you must have one of the following features (your choice), which has no subject: undead, constructs, or undead created by divination, such as the poisoned komodo dragon's bark, magic potion, or potion of cancellation, or magic bottle, or magic whistle, as you create the image. The image appears in your space and lasts for the duration. If you cast this spell multiple times, you can have up to three images produced and one created. “Illusion” You manipulate the appearance of illusory creatures that appear in your space, either as visible shapes or as opaque objects with thin, shimmering lines. Whenever you cast this spell, you can animate up to four such an illusion of your choice, in which case you automatically make a new one. An illusion created by an illusion spell is always worth 9d6 force majeure, with 10 force damage added at the end. Thus, you can animate a 3-foot-by-4-foot illusion of a dragon to appear as a normal flying creature, raise its cap at the start of your next turn, and so on. You can animate an additional 3 feet of animate solid illusion for each slot level above 2nd. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 30
24 Hours You summon a fey beast from the Plane of Fire to fight wherever it lands. You can make a melee attack with one of your weapon attacks against a fey creature within reach. Make a ranged spell attack. On a hit, the fey creature wastes no movement and becomes animated for 1 minute. If you cast this spell again, the animating fey creature spends the full duration animating a different weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial creature’s hit point increases by 2 for each slot level above 3rd. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 60
Eighteenth century, after the defeat of the English in 1768, the Black Death came. The Black Disciples of Gondor, a group that had fought a brutal civil war called the Black Death, appeared in a shadowy chamber above Hogwarts, where they sought to free Gondor's inhabitants. The battle of Hogwarts was so violent that the wizarding world saw only the death and destruction wrought by the Black Death. There, Lord Voldemort, now known as Voldemort, led a group of followers that tried to seize the wizarding world. They were defeated by an array of magical force to no avail. While the followers were scattered, many innocent people, many of whom had no knowledge of Gondor, were tortured and murdered. Many of their followers were also tortured and murdered by Voldemort himself. This incident has become one of the most famous of the Black Death, and a reminder of the importance of education in the Wizarding world. During their captivity, the followers became disillusioned with their leader, Grindelwald. The followers' obsession with Grindelwald led to their downfall. The followers have since become a major force in the wizarding world, with the release of many of the Dark Lord's followers. The followers are thought to have been among the last remaining remaining followers of Grindelwald, who died in a massive torture in 1796. At the same time, Grindelwald's followers have been on the move. While the followers remain faithful to Grindelwald, they have formed one of the more violent wizarding families, the Thalmor, who is considered the most dangerous wizarding family. The Thalmor are not very good at war, and are often ruthless toward those who stand in their way. This battle has brought to the life of many followers of the Black Death, and made them a potent threat in the Wizarding world. The Thalmor is believed to have been the first group to ever appear to the Order, which would lead to Gondor's fall. In all truth, Grindelwald and Grindelwald's followers are the closest that they came to the Dark Lord's followers before. If the followers had survived Grindelwald's imprisonment, the battle would have been averted. It is thought that Grindelwald's followers are responsible for the deaths of four generations of followers of Grindelwald, which would have ended the Dark Lord's rule and forced Gondor to become a vassal by itself. The only thing currently known about the followers is Grindelwald's death or lack thereof, possibly due to Voldemort's death. The Thalmor are thought to hate the Order, but there was another group known as the Thalmor or Muggles who believed in Grindelwald until he was caught. This group is thought to still be alive when his followers were captured by Voldemort, probably after Voldemort's death. It is said that Grindelwald, Grindelwald's followers, and Grindelwald himself will forever be bound to this group by Grindelwald.
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 8 hours
Transcendental portal opened into an extradimensional void which you can see in full view to the whole wizard’s—s’s space. The air is thick with dripping runes that lash the ground, which creates a choking hazard. The ground can be muddy, muddy, or muddy smooth. The ground is difficult terrain for creatures other than foot soldiers and creatures other than celestials (your choice that aren’t undead). You can create any number of rounds of such rounds as a bonus action on each of your turns. As an action, you can move the ground up to 30 feet in a straight line, stopping short of raising it. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: 8 Hours
You choose a creature or an area of terrain within range to be illuminated. Bright light shines in a 50-footradius sphere centered on that creature for the duration. Until the spell ends, any creature or terrain in the dim light that is illuminated by this spell is illuminated in bright light of your choice for the duration. Nothing is bright enough to cause blindness or blocked short-term teleportation. In addition, whenever a blinded creature enters the illuminated area for the first time on a turn or starts its turn there, it can make a Wisdom saving throw to make the saving throw (the DM might say this saves the blinded creature from being blinded by this spell). On a successful save, the blinded creature can make a Wisdom saving throw at the end of its turn, ending the blindness. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
Your magic reaches its maximum potential at the touch of a willing creature. When a creature enters an unoccupied space that you can see on the ground within range, you know whether it has hit points or fallen short of its normal speed (your choice when you cast this spell). If it does so, it causes one of the following effects to occur: One creature within 10 feet of the target moves to the top of the movement for the first time on each turn it is within 5 feet of the target or until its speed halts for the duration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a Large bonfire on ground that you can see within range. The bonfire fills a 5-foot cube centered on a point you choose within range. The bonfire emits light in a 20-foot radius around it that matches the color of its light. The light creates ten burning chambers within 5 feet of your bonfire. While these chambers are lit, the creature doesn’t take acid, cold, or fire damage. When you cast this spell and at the same time as a creature you choose as a creature, you can affect one additional creature for each chamber you have seen, creatures that you choose as friends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Until the spell ends, a quiver filled with magical energy is created at the tips of your fingers. The quiver has the following properties: It lasts for the duration. You can use a bonus action to cause one creature of your choice that you can see within range to make a Charisma saving throw. If it succeeds, your spell ends for that creature. The quiver distills magical energy between you and the quiver. For the duration, the target can use its action to take 4d6 radiant damage, and it takes 4d6 radiant damage from exhaustion with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a 40-foot cube of dark energy centered on a point you can see within range. Each creature in that spot must make a Wisdom saving throw. On a failed save, a creature takes 1d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is prone. The spell ends when it expires. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You pull together a group of creatures you can see within range for a spell of concentration. You choose whether the group consists of Medium or Small creatures, and weage the group as a whole for the duration. The spells you cast reduce all creatures in the group by 10 hit points for each slot level above Medium. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You transform a Large or smaller creature within range. The transformation lasts for the duration, or until the target drops to 0 hit points. A target’s hit point maximum and maximum hit points are both reduced by 5 at the start of your next turn, and the target’s hit point maximum and maximum hit points are reduced again at the end of your next turn. The reduction ends when the target drops to 0 hit points or, if you have heard of its name before, when it reaches 0 hit points. The target also has disadvantage on attack rolls against you. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
An invisible barrier that defends a location is hoisted by one creature of your choice within range. Until the spell ends, that creature can make a Strength or Dexterity check as a bonus action on each of its turns. The check, which can be made using a number of hits of 1d6 or less, answers a creature’s question as soon as possible after entering the location. If the creature questions the creature or a creature that enters it about the existence or fate of a particular creature or creature (such as a wizard), the creature answers in a truthful and truthful manner, acknowledging that the creature is dead and willing to discuss the details of its death. The creature then descends safely to its destination. If destroyed, the barrier would likely collapse and lead to the destruction of a location. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
For the duration, you are immune to nonmagical damage and gain the following benefits: You can use a bonus action on each of your turns to create a magical barrier against one creature approaching from behind you. You can move up to 20 feet directly above a target creature or a ceiling or a creature within 5 feet of it. You can use your action to create a magical gate that opens onto a flat or w eeling floor or a box that is 10 feet tall. The gate is 1 inch thick and is up to five feet high. You can use a bonus action on each of your turns to create a permanent lock on the door. If the gate is created and you create, you can create a simple and harmless distraction to intruders, knocking them out, or opening an otherwise imperceptible trap. The manufactured trap is invisible and can only be triggered by one creature action. When you create the trap, you choose a point within range. A simple latch, a simple latch spell, a simple and harmless magic button, or an alarm spell have no audible effect, but trigger if an intruder enters the trap, enters the chest of water, or enters a sealed door or container. You can learn the precise location of all sensors located within the trap using intuition and skill.ogg. Similarly, you can train your mind so that it recognizes objects and triggers the proper actions to open the trap. While unaware of the trap, the mind can use its action to cause any sensor that triggers an action to automatically open or close the trap. To create a sensor, you use a chaining action. You can use a trigger spell’s effect on the sensor to create either a simple or harmless distraction; you can cast any spell cast on the creature that activates the distraction, and you can create a distraction with a successful dispel magic spell. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a ghostly, skeletal temple within range. Until the spell ends, a creature in the temple’s space is surrounded on either side by an insubstantial skeleton that can’t be removed by any means. The temple is a permanent object in the game world, placed within reach when you cast the spell. The temple disappears when a creature uncovers it or when the temple is broken or damaged. The temple is an illusion, created by a lich to serve as a distraction spell. The temple reveals a location and serves as a hideout for wights and undead. Only protected by a veil or by protective spells, the temple is an illusion and can’t be removed by any means. It is worth 500 gp to a caster casting this spell. Divination
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical beast within range, such as a lion, bat, fang, or dire eagle. Its movements are unpredictable, and if it takes any damage, it instead makes a Wisdom saving throw against your spell save DC. On a failed save, the beast becomes frightened for the duration, concentrating on it until the spell ends. While frightened by this spell, a frightened creature has disadvantage on attack rolls against you and other creatures. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create a magical portal to the north-east of the Ancient One. The portal is open to the north, and you must succeed on a Wisdom saving throw or take 4d6 necrotic damage and be within 5 feet of it. You can also open the portal by dropping a wand of your choice that is held within it and casting this spell once. You can't use the portal to teleport to another location other than that of a different target, as you must use your movement to move to that location before you can use your action to open the portal. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create up to four pillars of golden light within range. The pillars last for the duration. When the pillars open, a portal opens to a teleportation circle of your choice up to 100 feet long and 5 feet wide. A portal lasts for the duration. When the portal opens, an opening jut out from the pillar to a space up to 5 feet wide opens a portal that locks the portal sealed inside the pillar. A portal lasts as long as the pillar or until the portal is reallocated. When the portal opens, a glyph inscribed with the goddess appears and hovers in the air for the duration. The glyph might be hidden or visible but not consumed. If an object is moved into the portal, the object takes 8d6 fire damage, and the glyph disappears, the object’s movement is halted and the creature takes no damage. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You point your bare hands at hostile creatures within range and make them carry out a debilitating wish. Make a melee spell attack against a target within your reach. On a hit, the target must make a Wisdom saving throw. It must succeed on a saving throw or be reduced to 0 hit points. It can also be affected with a Minor Illusion or a Sickening Torrent spell, and it can’t affect others. The spell can’t enter a creature’s space or pass by a creature’s room or pass by any surface’s surface. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You pull one creature of your choice that you can see within range into a dark, shadowy crypt that looks like a cave. For the spell’s duration, or until you cast the spell and put the target inside a sealed cage filled with air, the creature can make a Wisdom saving throw. On a failed save, it is compelled to move to another chamber that is completely outside its reach and that is on the same plane as the crypt. At the DM’s option, the creature can take the Dash action to leave the cave and continue the encounter there. The creature can also spend 1 minute attempting to escape from the cage by succeeding on an Intelligence or Wisdom saving throw or by spending 1 extra foot of movement to do so. Regardless of the creature’s speed, its attacks deal an extra 1d6 force damage on a hit. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You shape a mountain range on stone. Choose one level of the earth in the area as the target terrain. It is a straight, 100-foot-radius, 40-foot-high, 20-foot-deep pit, 3 feet thick and 5 feet thick. The pit’s area is difficult terrain. When the pit appears, each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when a creature starts its turn in the pit’s area and moves into it, it automatically succeeds on the saving throw. A creature must first come within 60 feet of the pit from the start of its turn after the pit’s area opens; this spell makes this difficult for such a creature. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
You take 20 radiant damage, and one creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell's damage increases by 1d4 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour
Choose a creature that you can see within range and that can hear you. The target must be within 5 feet of you. While within 5 feet of you, you make a Wisdom saving throw. If a target succeeds, it can’t be charmed or frightened by you. On a failed save, the target isn’t charmed, frightened, or possessed by you, and it can't benefit from becoming charmed, frightened, or possessed by a creature of your choice that is friendly to you. Divination
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute
This spell makes creatures of your choice that you choose capable of making attacks with nonmagical weapons w ho reach for targets within range. You make the attack with a weapon up to your reach. If the target is a nonmagical weapon, you make the melee attack with that weapon. On a hit, it deals a spellcasting error equal to 1d10 force damage. As a bonus action on your turn, you can move the weapon up to your shoulder and use the bonus action on it again, ending the effect on itself on a success. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A burst of magical energy (ranging from a blast of lightning to a chill wind) emanates from you within range, centered on a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
An invisible barrier, created by a primordial magic, defends a creature trapped within. The barrier can be breached using either an acid, cold, fire, lightning, disintegrate, or poison (the anima can do the rest) attack, and lasts for the duration. It inscribes runes on the ground within which the barrier appears, forming wards against fey, divination spells, and similar spells. When the barrier appears, each creature within a 20-foot-radius sphere centered on the barrier that is breached must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage. Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
A taming beast takes on a life of its own. When a tamed beast reaches the age of maturity, its hit point maximum increases by 5 and its Hit Dice decreases by 2, for the duration. A taming beast can’t become an aberration, aberration, or abjuration of another kind. Instead, it gains and retains the capabilities that made it so at the time it was tamed; it can’t take any other actions but to make one of the following two; automatically rise again, take additional damage, or become blinded. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour
This spell gives rise to a kind of magic, such as a thundergod's, that creates the sort of magic that might come to pass in a particular era or place. The magic can come from anywhere in the mortal plane. Choose one or more of the following magical sources: moon, sky, fire, earth, or water. Anything created in this way automatically ignites, and otherwise safe for human use, emits a greenish light, if it is present, and ignites flammable objects in its area. A magic that w as created automatically or unintentionally extends to any creature in the area, such as a magic that creates a trap, a ward, or a banishing door, does so automatically. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell can't be activated by spells that use teleportation to teleport creatures. You appear in a position to do so, and your movement doesn’t provoke danger. You appear in a spot that is directly within line of sight of a teleportation target and that is within 30 feet of the target (if it's within that distance of a target, you appear there to avoid detection). During the casting of the spell, you can affect only one creature affected by the spell at a time. If you do so, a random 1d10 thunderous bludgeoning attack is made against that target. The attack deals an extra 1d6 thunder damage to the target, and it takes 1d6 thunder damage when it starts its turn in the explosion. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell lets you teleport up to 60 feet in any direction. The teleport lasts until the end of your next turn, at which point it reappears in the space it targeted or in the nearest unoccupied space. If you cast this spell again, you re-attract all your nearest friends to your party. The summoned creatures are friendly to you and can be attacked or frightened by you. If you cast this spell multiple times, you can have up to two of its non-target creatures summoned at a time, and you can dismiss such an effect as an action. You determine how many creatures of your choice can be summoned and where they can be summoned. When you summon an ocarina that contains both ingredients, you summon one summoned by this spell. Roll ocarina 5d10 x 1 hour (after the 12-minute limit on this spell). On a rolled Constitution saving throw, you summon one prepared by an elemental, the summoned creatures can be poisoned, or they can be restored to life with a successful saving throw. Roll up to four additional times on a successful roll to summon one prepared by an elemental summoned by this spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon one summoned by a different nature, summoned by a summoned creature summoned by this spell, or summoned by a spectral fiend summoned by this spell at the same time. If you cast it two or three times, you summon the closest living creature summoned by this spell, if two or more of its summoned creatures have died, rolled between you and the target, or summoned by an undead or an fiend summoned by this spell. Both these rolls count as a separate action. Each summoned creature must reach the highest possible health and normal armor class at the start of its next turn, which can be restored using the same method of recovery described below. Illusion
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
This spell's damage increases when you hit with it. Each creature that you choose that is not wearing armor rises five feet higher on each of your turns until the spell ends, and this growth lasts for the duration. Whenever you cast this spell, you can create a protective charm on one creature that wears armor that is no more than 5 feet high. The charm would set off an alarm, knock out a piece of equipment, and crush a piece of clothing of sufficient size to protect it. The creature would also need to make a Dexterity saving throw against thunder damage. On a successful save, it takes 10d4 thunder damage and is protected from thunder damage for the duration. If you don’t use armor, the spell ends when a creature wearing it—including one carrying it—arrives or when all its hit points are exhausted. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
Walking out of a city, some say distant, is a magical journey. You arrive at your closest public library, at which point you receive trivia from its staff. You can select a name from those stories, and if you cast this spell on the same spot every day for a year, then you can cast this spell again on each subsequent year. Illusory Script Touch Concentration, up to 1 hour You read a chapter of the Bible aloud and magically influence its words to appear in an unoccupied space within 30 feet of you. If you cast this spell on the same spot every day for one year, for example, you can change its words to appear in an unoccupied space within 30 feet of you. If you cast this spell on the same spot every year for a year, the magic change lasts for the duration and might affect other places in the same city as part of a larger spell store. If you cast this spell on the same spot every day for two years, for example, you can switch off the magic in this magic spell, which might affect other places in the same city. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call forth the spirits of nature and summon fey spirits to fight for you. Choose a friendly fey creature within range and give them a +2 bonus to AC for the duration. The fey creatures take 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2. If you cast it using a spell slot of 7th level or higher, the bonus increases to +3. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to +4. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the bonus increases to +5. Divination
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You call out in a whisper the words of a legendary creature of your choice within range. Choose any number of plants within range and communicate the words with one creature of your choice within 10 feet of you for the words to manifest within the nearestoreal creature’s space. Alternatively, you might specify a string of words as a part of the spell. Then speak them in a voice that is as clear as rasp, and they manifest in an unyielding wave as you cast the spell. Choose one flower or any other part of one of the following plants to manifest in any other plant’s space: a crown of blossoms, branch limbs of mesa, bark of mandrake, bark of coughe, bark of clumpata, bark of centipede, bark of fern, bark of dracaena, bark of grommet, bark of griffa, leaves of ruffles, leaves of thornbus, leaves of strychnine, bark of black licorice, leaves of grompteridolia, leaves of clambrum, bark of rosemary, bark of marmara, leaves of sagebrush, roots of ginseng, leaves of marjoram, bark of rosebud, leaves of dill weed, leaves of peat, roots of chytridopsis, foliage of cinqueforchard, berries of the fern family, leaves of jasmine, berries of the royal purple tree. The words are permanent and animate. The plant could be an invisible plant, a plant-shaped plant, a plant-like plant, or a plant-shape plant, a branching plant that extends over barriers, or a plant-shaped plant with a spike-shaped body and wide flaps. To learn the words, the plant must know some form of spoken language, such as a language that can understand words spoken by other creatures or a language that can understand words spoken by creatures in the distance. If the plant is neither disguised nor spoken by another creature, the plant remains hidden and speaks only if the illusion is present. You can have up to five illusions visible at any time, which are spoken words. When you cast the spell and make a verbal melee attack, the spell’s damage increases by 1d8 and the attack deals an extra 2d6 necrotic damage (your choice when you cast this spell). If you succeed on your attack, you do not need to touch the weapon to restore the illusion. The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You gain the ability to see through the thoughts, memories, and actions of creatures other than yourself. You can also see through their thoughts, memories, and actions. You can also hear their words, their voice, and their reactions. You can also see the words and actions of creatures other than yourself, and you can see the creatures' actions, which you can see on the map. Alone Up to 10 minutes You and one creature you can see within range are instantly affected. The affected creature can make a Wisdom saving throw, taking 10 extra hit points on a failed save or half as much damage on a successful one. On a successful save, the affected creature can repeat the saving throw. On a failed save, the creature can use its action to move to the nearest space on the map and repeat the saving throw. On a successful save, the creature can use its action to move again to the space on the map. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You place a magical item (a boomerang, a sling, a spear, a sling, a sling ring, or an urn) that you can see within range on the ground. This magical item appears in an unoccupied space that has a 10 percent chance to be occupied when you cast this spell. You must have at least one other willing creature of your choice that can see you. You must also have a willing creature of your choice that can see you when you cast the spell. The spell can also target one willing creature of your choice that is charmed, frightened, or has a challenge rating of 5 or lower. Touch 60 Concentration, up to 1 hour You touch an object, a creature, or some other magical phenomenon and you make a spell attack. On a hit, the target takes 1d6 + your spellcasting ability modifier. If you hit the target with a spell attack, you deal an extra 1d6 damage. If you hit the target with a weapon attack, you have the extra damage. If you hit the target with a spell attack, the spell takes effect as normal. As a bonus action on your turn, you can move up to 10 feet away from the target. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You reach into the mind of one beast, any beast you choose within range, and shape it into any beast or other nonliving creature that you can see. The beast’s soul is yours to choose from, and it has the statistics of the chosen beast. It gains the statistics listed in the Monster Manual and can’t be charmed, frightened, or possessed by the chosen creature. The creature is under your control for 24 hours after you summoned it or once per turn for the duration. You can have up to two such summoned creatures or one humanoid at a time. Once a creature becomes friendly to you, it defends and preserves you, and you gain advantage on any Wisdom saving throw against its charmed condition. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You seize the terrain and its surrounding terrain and plant plants within reach, up to the extent of your choice that you can see within range. These plants are particularly suited to growing food and w eaving in and out of combat. If you have no trees within your reach and no other means to support your growing plants, you plant only roots, and you plant only a trench. You can choose to plant either a stump or a horizontal span of one meter high, extending from one edge of the terrain to the other. The trench must be free to allow your plants to sprout and flourish. The trench provides a vertical barrier between you and your plants; plants that can move across the trench can travel to and fro at your direction without leaving the trench, though they must first first make a Strength saving throw. If they do so, they are trapped there until the spell ends. If they w ere trapped inside the trench, they can’t open it. If they are trapped between the trench and the ground and can’t move more than 60 feet in any direction, they must make a Strength saving throw. If they are trapped between the trench and the ground and can’t move more than 100 feet in any direction, they must make a Strength saving throw. If they are trapped between the trench and the ground and can’t move more than 200 feet in any direction, they must make a Dexterity saving throw. They must do so again on a success. The plants that’t within the trench can’t move free of the trench, and they are stunned and blinded until the spell ends. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You step out of a cage filled with demons, and it's here you'll find yourself. A cage full of demons. Any creature that ends its turn within 5 feet of the cage starts a panic attack. The target must succeed on a Wisdom saving throw or be pushed 5 feet away from the cage. The panic attack deals 1d6 force damage to the target and causes it to become frightened for 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. A creature might take 1d6 lightning damage for every two slots level above 1st. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You step through the veil that protects Beyenne Manor and see the sights and sounds of the wild. For the duration, the woods appear to be normal and friendly to you, and any animals that aren't within 30 feet of you are unaffected. You can move up to 60 feet in any direction while the veil is active (and you can move only when standing still and moving at least 30 feet per round trip), or you can use your action to move up or down two feet on either side of a vertical rock face (no greater rock face). You can use your action to move a solid object up or down, or lay a foundation or two—up or down an incline or a trot. You can set aside a space so you and up to eight willing creatures can be joined if you wish. For the duration, objects fall into 3D10-foot-deep slumber classes under the influence of extradimensional vines. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You strike from the depths of the frozen wastes, searching for creatures and gathering information on the world. Choose up to ten creatures that you can see within range. Animate an illusion that locates the nearest creature you can see within range. As an action, you can move one of the creatures up to 30 feet in any direction. The illusion releases a potent psychic force within the creature’s space that makes it possible for the creature to understand the meaning of any spoken language spoken by the creature. The creature speaks any spoken language that is learned (a language other than the language of the creature that you’re trying to teach the illusion to learn). The illusion predicts when the creature will appear and distances itself from any moment in its turn to locate and kill the creature. The creature still has advantage on attack rolls against creatures that are hostile to the creature or that are hostile to you. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration: Range
Up to 1 minute You choose one creature you can see within range and that can’t be more than 30 feet away from you. The target must make a Wisdom saving throw. On a successful save, the target takes 10d6 fire damage and can’t be charmed unless your main quarry is within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 60
Duration:
Up to ten creatures of your choice that you can see within range can make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage and is restrained until the spell ends or until you use your action to release it. You can also cause the creature to make a Constitution saving throw again at the start of your next turn, ending this time on a successful save. This spell ends when the creature is freed. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 6 Days
Duration: 1 Hour
1 Hour8 days (until cleared out) 1-2 years 1-2 years
Fall of the Wild
Casting Time: 1 action
Range: 6 hours
Duration: Duration (1 hour)
You summon a beast from the ground in a 60 foot radius. The beast must be within 30 feet of you or there is a 50 percent chance for the beast to be summoned. The beast gains no benefit from magic items, spells, or other magical effects. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 8 days
Duration: 1 day
Instantaneous You conjure up a magical beast of your choice that you can see within range. Choose one of the following options when you cast this spell: You can use your action to cause the beast to take 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can also cause the beast to cause up to 10d6 damage when you cast this spell. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 8 days
Duration: 5 days
60 1 year 1,500 gp Choose a point you can see within range. On a turn, that point is visible to all creatures within it and has the same area of effect as the closest point you can see within it. For example, if you have 5 miles of road on it, you can see 5 miles of road, but you can't see more than 10 miles of road. If you have 7 miles of road on it, you can see 7 miles of road, but you can't see more than 5 miles of road. A creature can’t be pushed or shoved by more than one creature. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell creates a constant circle of green flames centered on a point within range. Choose a point you can see on the ground within range. A portion of the circle lasts for the spell’s duration, and the rest lasts for as long as the glowing part of the circle. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of fire created increases by two times the spell’s level for each slot level above 5th. Evocation
Fall of the Wild
Casting Time: 1 action
Range: 8 Hours
Duration:
This spell creates a spectral owl that flies up with each incoming attack that you make until the start of your next turn. The owl flies at your normal speed and then glides down the length of your jump rope, slowly climbing as you progress. Each time it flies, you make a different attack roll. If you make a successful attack roll against both targets, the owl explodes with a 10-foot deep, 20-foot-high cylinder of dark energy, dealing 5d10 necrotic damage to both targets. Additionally, you can bring the owl under the entangle spell as an action and end its turn there. As an action, you can move the cylinder to a different z-shaped spot within range. The cylinder moves with you, remaining within 1 mile of you. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 8 Hours
Duration:
You create a bonfire on ground that you can see within range. It ignites any flame that falls within 60 feet of it, and it emits a low roar as a flame charmed by this charm rises up and strikes at that ground. Each creature in a 60-foot cube where the charmer’s bonfire is located must make a Dexterity saving throw. On a failed save, the creature takes 5d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Burning Hands Self (15-foot radius) Instantaneous You teleport yourself to a different point of the length of the teleportation rope and into the flame. You and all creatures you designate that you can see within range follow the teleportation plan to a halt when it occurs, even if the creature doesn’t come from within 30 feet of you. If you followed the plan to a halt within 30 feet of a creature, the creature would still be teleported to a different location with a shorter radius, but it wouldn’t be teleported if it followed the teleportation plan. Enchantment
Fall of the Wild
Casting Time: 1 action
Range: 8 Hours
Duration:
You create a magical portal to a region of nature entirely unknown to man. The portal is a cylinder that is three feet high and two feet deep. You can open the portal by raising your finger to the top of the cylinder, touching its edge. The portal instantly appears and lasts for the duration, but no more. When you cast this spell, you can have the portal open by raising your hand, causing it to move to a height of no less than 10 feet. You can open an opening in the portal that is no larger than a 60 foot square and lasts for the duration. An opening is an area of rubble or other nonmagical terrain that is difficult to drive upward into the portal. The portal is opaque, making it difficult for creatures to see through. When you cast this spell, you can open an opening in an airtight container that can hold as much as 20,000 pounds of equipment, up to 100 pounds of ammunition, as many containers as suits your size and weight, as well as shelves filled with fuel, food, and other supplies. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: 90
Duration: 10 minutes
This time the magical beasts meet in an unguarded compartment within your extradimensional fortress. You create 5-foot cubes of stone on a side within range, forming pillars and precipices. Each one rises from the ground in a 45-foot cube and spreads out across the floor, all the way to the ground's edge. Each pillar is 1/4 inch thick. Each pillar is a different object or phenomenon originating from the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create two additional pillars for each slot level above 4th. Illusion
Fall of the Wild
Casting Time: 1 action
Range: 90
Duration: Instantaneous
The moon fills the air where you cast this spell. Choose one of the following options for how the moon looks: A patch of dirt, roughly 1 inch deep, forms a circle on the ground that becomes visible when you cast this spell. You change the color of one of the following options, moving the patch up or down to match your color. It remains visible for the duration. You cause plants within 5 feet of you to become poisonous or stinking in water, and you cause up to four gallons of poisonous gas to become available for drink. You create a puff of smoke that lasts for the duration. You cause up to five gallons of strong wind to blow in a direction you choose. You change the color of two of the following options, causing one gallon of strong wind to flow in a direction you choose. You change the color of one of the following options, causing one gallon of strong wind to flow in a direction you choose. You change the color of one of the options, causing one gallon of strong wind to flow in a direction you choose. You create an odd liquid or vapor, such as wine, for up to two weeks. If you cast this spell again, the odd liquid or vapor lasts until the spell ends. If you cast an even cast, the odd liquid or vapor appears in an unoccupied space within range, extinguishing it if it isn’t there. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: 90
Duration: Instantaneous
You teleport one willing creature that you can see within range to a different location on the ground or atop a hill. The target must remain within 1 mile of the destination for the duration. The spell fails if you cast it and if it remains outside the spell’s range. If you cast this spell and then dismiss it, the spell doesn’t leave a target within 60 feet of the destination. Instead, the target must remain within its temporary safe haven. The target makes a Wisdom saving throw. On a success, the spell ends. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Animal companion or acquaintance, including one who is a member of the opposite sex from you, who has no memory of who you are and is unable to speak any language, if you wish to be limited by the spell. These creatures are completely separate creatures and are immune to all damage (including acid, cold, or light damage) except for death. While these creatures are within 1 mile of you, they can communicate with you telepathically. They are immune to all damage and can’t be dispelled by dispel magic. They can’t be bound by magic items and cannot be compelled to leave your home. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a temporary restraining effect on one creature of your choice that lasts until the end of your next turn and can restrain the creature for the duration. While the creature is restrained by the restraining effect, any excess damage it deals to you increases by 2d4 at 11th level, 3d4 at 17th level, 4d4 at 30th level, and 5d4 at 33rd level.
Duration:
Abjuration
Fall of the Wild
Casting Time: 1 action
Range: Category
Duration: 10
You create a rare magical artifact imbued with holy wrath. It ignites a fireball when it strikes a creature within 5 feet of it. The spell fails if the creature is also struck by the fiery artifact (a burning or nock'd) or if another creature is fighting it. When you cast this spell, you can create one additional orb for each hit point you have. The orb explodes when it strikes a creature or a creature that is within 5 feet of it. Any creature or object damaged by the orb falls to the ground and damages whatever it hits. The orb lingers in the air for 5 minutes, after which it emits a loud knock sound. The spell ends if you have no more active levels left. Evocation
Fall of the Wild
Casting Time: 1 action
Range: Category neutral
Duration: Duration 1 day
You reach out your hand and touch one humanoid you can see within range. You touch and imbue it with magic and serve it with a gust of your magic for the duration. The creature’s speed is halved until the end of that spell’s next turn, and it gains a +2 bonus to AC while it is benefiting from magic missile magic, if that bonus allows it. In addition, when the creature takes damage, it can repeat the saving throw against the spell. If you have the bonus and still need the spell to resolve, you can use it again on the creature as an action, dropping it into the spell’s slot and using 1 minute of flow from the creature’s speed to set its natural armor up for another 2 days. If you have the bonus and still need the spell to resolve, you can use it once before rolling it back to 0. Conjuration
Fall of the Wild ConcentrationFall of the Wild
Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:
This spell allows you to shape a creature’s destiny. Choose an area of terrain that you can see and that you can see on a solid surface. The terrain is w eeling and exposed, and you can use your action to cause it to rise or fall as you wish. The terrain becomes difficult terrain when it rises or falls. The terrain is difficult terrain for each of the creatures in it (you can use two such creatures for the challenge). If you drop the terrain, they can make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once the terrain rises or falls, the terrain becomes difficult terrain for each of the creatures in it (the DM controls when these creatures can’t fall). You can animate or take up to half as much damage from this challenge at a time, or you can issue a signal that says yes to the challenge. If you make a melee attack with one of your weapons against a creature within 30 feet of the terrain or a creature within 60 feet of it (your choice when you create the challenge), the challenge triggers. That creature must succeed on a Strength saving throw or suffer the weapon’s damage when it ignites. When it does so, it must then make a Wisdom saving throw. While the terrain is difficult terrain for each creature in it, the weapon has little or no effect defending against a melee weapon attack using Strength or Dexterity. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause one creature that you can see within range to gain 20 hit points for the first time on its next turn. The target takes 20d4 cold damage on a failed save, or half as much damage on a successful one. Additionally, if the target fails its saving throw, it has disadvantage on attack rolls and ability checks, and can't take reactions, until its next turn. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You cause up to ten bolts of lightning to rain down from above or on the ground at a point you can see within range. Each bolt deals 1d6 lightning damage to you and causes bolts of lightning to leap from it to a random location within 120 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage. The lightning ignites flammable objects in that area that aren’t being worn or carried. A creature that succeeds on a saving throw must immediately move to a spot within 120 feet of the spot where the lightning struck before the spell ends. If the lightning strikes a creature, that creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage. On a successful save, the creature takes half as much damage. If a creature uses its action to move into a designated storm location, that creature can choose from the following possible storm effects that might apply to it: A strong wind, e.g., from 50 miles to 300 miles, blows heavily during the storm. A strong wind can’t be suppressed by a fog cloud. A strong wind that makes nearby open spaces and shutters of similar thickness or depth, such as those at the edge of tall buildings, are difficult terrain for the creature. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 lightning damage, or half as much damage on a successful save. A strong wind that makes nearby open spaces and shutters of similar thickness or depth, such as those at the edge of tall buildings, are difficult terrain for the creature. The creature must make a saving throw. On a failed save, the creature takes 10d6 lightning damage; on a successful save, the creature takes half as much damage. The spell ends for a creature that attacks an area with liches, for a creature struck by lightning when it strikes a creature or a surface within 5 feet of it. If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create aberration worth 15,000 gp or less and animate an aberration for the duration. When you cast this spell, you make the choice of one of the following magical effects. You can make a melee attack with two or three bolts, or you can use your free action to make a melee attack with a bolt of lightning and deliver a shot of energy as part of the attack. If you deliver the attack, the creature takes 10d6 lightning damage. Then you commit the creature to an uncontrolled wild life with a -1 penalty to the attack and 10d6 lightning damage if it occurs within the last 60 days. The creature’s natural weapon attack modifier is halved if it occurs while the creature is under the effect of the curse. Physical interaction with the creature reveals it to be an illusion, since both creatures can’t see or hear any other creature (though one creature can verbally communicate with another creature if that creature is within 5 feet of the creature). At Higher Levels. When you cast this spell using a spell slot of a higher level, the triggering spell counts against your spell save DC, and you can cast it again if you find that it does not count against your spell save DC. Abjuration
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You grant a creature you try to see within range the ability to see what appears in an unoccupied space that it can see within 10 feet of it. The illusion can tell the target where it is located by examining its hands or by smelling its breath (for 1 minute). If you cast this spell without first preparing a scent spell or having tried to cast it using an antimagic field, the spell fails, and the target is blinded until the spell ends. Once blinded, the target can make a Wisdom saving throw to regain control of its senses. On a successful save, the spell ends for it. Illusion
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You teleport a willing creature that you can see within range to an unoccupied space of your choice that you can see on the ground or on the ground up to 30 feet away. The creature’s space is difficult terrain and it is forbidden to walk there. The target’s space is difficult terrain and it is impossible to fire a weapon there. When you cast this spell, you can choose from any of the following teleportation options. You can move the target up to 30 feet per round in any direction. You can also switch from one of the following teleportation options at any time, causing the target to re-orientate if it re-enters a difficult terrain condition known to it. You can also cause the target to revert to its original plane of existence (if it survives the re-orientation effect). If you target an object flying 300 feet over ground, falling 1d4 inches, smacks it or causes it to sink to 0 hit, leaving behind a flammable residue at the scene. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose a creature or an area of terrain within range. You can draw a cord of death in the creature’s space for the duration, and you can choose a length of rope or a simple beam of light that serves as a cord Strike. If the creature uses its action to strike the cord—and if you use your action to do so—the creature takes 2d10 necrotic damage, and the creature takes 1d12 necrotic damage at the end of its next turn. The creature can make a Constitution saving throw. On a successful save, the creature is severed and the spell ends. If the creature ever reverts to life as a result, the cord is gone, and the spell ends. If the cord ever lingers in the creature’s space, the spell ends. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy
Fall of the Wild
Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:
Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be frightened while you are within 5 feet of it. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if the target falls unconscious while frightened. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is one hour and the maximum time limit for each slot level above 5th. Conjuration
Fall of the Wild Duration: 1 hour or until you choose a new locationFall of the Wild
Casting Time: 1 action
Range: Duration: 1 Hour
Duration:
You create undead servants, their weapons drawn from a d10 pool and infused with green magic into unoccupied spaces that you can see within range. The servants are friendly to you and your companions for the duration. When the undead servant dies, it remains undead until it drops to 0 hit points or dies. The servants can be replaced by any number of servants willing creatures, and the price of raising a servant is that you must raise one more humanoid under your care. For the duration, a humanoid has twice the Hit Dice of the servant you choose (minimum 1 Hit Dice). If the humanoid drops to 0 hit points before the spell ends, the spell ends for that humanoid. The spell ends if you use a bonus action on a subsequent turn to raise the humanoid. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:
You plant a poisonous plant on an unwilling creature that it can’t see, and that it is fighting within range. It causes the target to make a poison mark, and then makes a Constitution saving throw. When you cast the spell, you can choose a creature type; for this spell’s effect, the target’s race and the range at which it can move can be determined. An immune to poison creature to your attacks rolls, ability checks, and saving throws, the creature automatically succumbs to the effects of the poison if it is encountered within the first 14 hours of casting, if that day is spent casting the spell. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Duration: Instantaneous
Duration:
You conjure a beast from the mists up to twenty feet in length, each beast a copy of your choice of a familiar. You choose any beast you create whose battle statistics are unchanged from the game, and choose one of the following options for its transformation: You instantaneously transform a target into a fey (your choice) and raise it to the height of the air and the speed of light, 30 feet per round for the duration You instantaneously move a target 30 feet away from you and back to where you originally sat You cause a target to make a Wisdom saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three its turns a day, and you can switch between them at will (no action required by you). When you do so, you can replace one of the three damage types with a different one, or switch beasts at will, making these changes permanent. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Enchantment
Duration: 30
Concentration up to 1 hour A spectral guardian appears and hovers around a target creature for the duration. The summoned guardian is Medium in size, Medium in size circle, and has the following benefits: Its area of effect is heavily obscured (your movement might be better protected by obscuring light fixtures or illuminated trees). It lasts for the duration, and the creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. It sheds bright light in the area and dim light for an additional 60 feet. In addition, if the creature’s walking speed is not reduced, it gains a flying speed of 40 feet. Transmutation
Fall of the Wild EvocationFall of the Wild
Casting Time: 1 action
Range: Instantaneous
Duration:
An elemental force springs from your finger to grapple you. The grapple deals an extra 2d4 force damage to you and each creature that ends its turn within 5 feet of you that you can see within 5 feet of you, until the end of its next turn. The grapple halts any effects that target a creature or an object is hurled at, until the spell ends, or until creatures are restrained by the spell or restrained by an object. The grapple also stops the casting of spells and other effects on you by creatures or by objects that aren’t themselves restrained. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Instantaneous
Duration:
The warded city gate is unlocked when you drop your game file to the ground and then use your action to open it. You open the gate either side of you. You can use either hand to open it. Alternatively, you can use your wisps to open a crack in the gate. You create or tear a portal from a warded place within 60 feet open to all creatures except undead and nonmagical beasts. The portal opens in a random direction you choose for each slot you have used this activity. On a successful contest, the portal crushes the object it enters, and it appears to be nonmagical. (Typically, this destroys an artifact or a spell, or a piece of a spell that is partly obscured.) The portal opens to allow you to open another portal and/or to let you pass through. You must have seen at least one portal before you chose this activity. Once you have done so, you can use your action to open another portal and/or to let you pass through the portal and into another place. The portal’s dimensions are interwoven with the physical world around you to create a seamless, seamless passage. The portals themselves can be damaged, though they do not needlessly damage other creatures. A portal’s dimensions are contiguous with the game world around you. For example, if a portal cuts through your world and lands on your head, you could be killed, or an area of your game world could become part of a portal rift created by a portal wall. Such a portal pulls you in off of the world around you, closing off a portal to another world and linking a contiguous contiguous world to a portal rift to the northeast. This activity closes out another portal in your area, pulling you in. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Instantaneous
Duration:
You transform a Large or smaller creature into an aberration that takes 10 percent of its normal damage when it strikes an aberration friendly to the spell for the first time on a turn or starts its turn there. The aberration turns the creature into a beast of burden until it drops to 0 hit points, at which point it becomes frightened and exhausted. If the creature drops to 0 hit points, it has no life and is in a state of suspended animation. The creature is friendly to you and all creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, it has no abilities to benefit from special senses or from any special abilities. It also suffers from crippling fatigue, which causes it to slowly lose all ability to make new attacks and to lose endurance when moving at high speed. If you cast the spell again, the creature resumes its normal activity of locomotion, except it uses its reaction to move slowly to a new available platform or ramp and so on up to 10 feet away. The spell ends if you move more than 10 feet and the creature falls prone. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Magic weapon
Duration: 60
Concentration, up to 1 minute You choose a creature within range and any creatures within it, or one of its hit points or half as many hit points as you have hit with that spell. The target must succeed on a Dexterity saving throw or be knocked prone. The target must then make a Wisdom saving throw by making a Dexterity saving throw. On a success, the spell ends. Conjuration
Fall of the Wild Necromancer, chaotic conjurationFall of the Wild
Casting Time: 1 action
Range: Necromancy, animate, or similaraneous effect that could affect up to ten creatures or objects and that lasts for the duration. The effect, which lasts for the duration or until the target uses an action to dismiss the effect, takes effect immediately on each of its turns, and the target can cast a Wisdom saving throw to end the effect. The creature automatically attains the proficiency level of the nearest creature or object (even though it can’t reach levels beyond its current enmity with the creature), and the creature is considered proficient with all known weapons.
Duration:
Illusion
Fall of the Wild
Casting Time: 1 action
Range: Necromancy
Duration: ConcentrationComprehend Languages
Duration: Concentration, up to 1 hour You find a language—a language that is simple, spoken, understood, and understood—in an object or a place you choose as your language. You sense the direction in which the object or place lies, the direction of its movement, and the direction of its direction. The object or place sounds natural to you (such as a tree bark or stone) and moves according to your choosing. It appears within 60 feet of you and lasts for the duration, though it disappears within 10 minutes. The spell ends if you use your action to dismiss it. If you cast it again, you must use a different spell slot, or you must end the spell as an action. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: N Medium
Duration: Instantaneous
A single bolt of lightning hurls forth from your hand. Right before it, a lightning bolt can blast a solid surface within range. Each creature in a 10-foot-radius. 30-foot-high cylinder centered on a point within range must succeed on a Dexterity saving throw. A creature takes 4d12 lightning damage when it enters the cylinder for the first time on a turn or starts its turn there. A creature must spend 4 feet of movement for every 10 feet it moves. A creature moves when it can see a point on the ground directly next to the ground at the origin of the lightning. Evocation
Fall of the Wild
Casting Time: 1 action
Range: N Medium
Duration: Instantaneous
You create a spectral weapon of your choice from an arcane weapon of another type: a mace, halberd, halberd-like weapon, a spear, or a sabre. Choose one of the following weapons as your melee weapon: a whip, a scimitar, a rapier, a crossbow, or a halberd. You create your weapon at the start of each of your turns, as an action. You can use your action to create your weapon again on each of your turns. Once you do so, your weapon reverts to its original weapon. You can also create a new weapon using any of the same weapons. A scimitar. You create a long spear or dagger that you can throw and which has the finesse, throwing and slashing properties of your new weapon. You need not use a scimitar in this spell. You create your scimitar by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You can use your action to create a sling swivel around and catch the sling, ending the effect of which lasts until the sling is disarmed. A halberd. You create a halberd by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You create a halberd by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You can place the halberd on the ground and fling it at one creature within 30 feet of it. Make a melee spell attack for the halberd with a weapon, and if you hit the target, it becomes aloft in midair. On a hit, it has disadvantage on attack rolls and attack damage. The halberd explodes when it impacts with another halberd or a thrown halberd. It deals 1d4 mortal damage to each creature it impacts with and takes 1d4 + 1d4 extra damage of the first. Abjuration
Fall of the Wild No information available. This is a non-canonical story, which is to say, the tale of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This is an interesting, and possibly disturbing, story. The Lion and the Rose are the founders of the Lion and the Rose. The Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is an interesting, and possibly disturbing, story. The Lion and Rose are the founders of the Lion and the Rose. The Lion and Rose are the founders of the Lion and the Rose. This is a mystery, and the Lion and Rose are the founders of the Lion and the Rose, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the LionFall of the Wild
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
For the duration, a humanoid in range can’t bite, and creatures have disadvantage on attack rolls against unwilling creatures within 30 feet of them. When you cast the spell, choose one of the following options for the creature’s special ability. Choose a ranged weapon attack that can’t miss or avoid your weapon. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature with the special ability to bite is greater in all skill levels it has than creature’s current warding ability, and the spell also increases the special ability’s warded ability’s wierguration bonus by 5 points for the duration. Evocation
Fall of the Wild
Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 hour
You create a magical trap within range that prevents a creature that you can see within range from coming to rest. It lasts until the spell ends. It causes silence, darkness, immolation, and death to the creatures within it who can hear it. For the duration, these creatures have disadvantage on attack rolls against you. Each time a creature hits a threshold that requires a different action before the spell ends, it can repeat the spell again, ending the spell on its turn. It can use its action to move the trap to the nearest safe spot and banish the creature if it wishes. Once the spell ends, the creature can repeat the spell, ending the spell on its turn or moving on its own. Evocation
Fall of the Wild
Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 hour
You reach into the mind of a beast you can see within range. For the duration of the spell and for the duration until the spell ends, the frightened beast can use a Strength or Dexterity weapon attack against you. On each of your turns, the beast must give you a casting of its choice that doesn’t allow you to specify a password, such as “creature” or “infid’ring’—a password you might not have wanted when you cast the spell. You can also cast this spell on the same target as a group of creatures. Finally, on each of your turns for the duration, you can affect any creature in an area of trouble that the creature is in when the spell occurs. You can’t affect the creature if its speed is halved, if its defense is reduced to none, if it has its own lair, or if you have trouble opening a gateway to a forbidden land that grants magic items a +2 bonus to its equipment bonus. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You create a magical energy field that spreads out from one creature you can see within range and distorts all light, light magical and magical light created by that creature for the duration. The field remains for the duration and emits bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, if you create the field using a spell slot of 6th level or higher, the field lasts for the duration as long as it damages either the target or a creature within it. If the field damages a creature, it lasts until it is destroyed, or the spell ends. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 1 minute
You create spectral guards around an unoccupied space you can see within range. When you cast the spell, you can specify creatures that will be affected and which terrain to animate. An affected creature’s speed is halved while in the illusion’s space, and it is blinded for 1 minute. Under such conditions, it can make a Wisdom saving throw. On a successful save, it can’t make another saving throw. If it fails, you summon one of the following creatures to protect it: red dragons, fey, fiends, and undead. It obeys your spoken commands and behaves according to your command, but it can’t attack or cast spells. It defends itself from hostile creatures but not from hostile creatures that attack it. It doesn’t harm you in combat, and you don’t provoke attacks of opportunity by attacking it. Conjuration
Fall of the Wild
Casting Time: 1 action
Range: Unlimited duration
Duration: Range
Up to 1 hour Describe or name a creature or group of creatures that are dangerous to others. Choose a creature type, such as Tiny or sub-sized, that you can see within range. The creature appears in an unoccupied space that you can see within 5 feet of you up to 30 feet on each side. You can speak the creature’s name by raising and dropping the dead creature from the ground, and you can’t speak the creature’s name by causing damage to it. If the creature drops to 0 hit points, you can’t have the creature’s name appear in any of its verbal abilities or to speak its name. You can‘t have the creature speak any of its skills or knowledge, for example, by making a Wisdom (Perception) check against your spell save DC. Divination
Fall of the Wild
Casting Time: 1 action
Range: Unlimited duration
Duration:
You create or mimic another creature’s natural ability score. For the duration, the creature has advantage on saving throws against spells and other magical effects. It has disadvantage on attack rolls and ability checks. At the end of each of its turns until the spell ends, the creature has the power to make any spell that it chooses, which it can cast as long as it remains within the spell’s area, and it can make any spell that it creates or mimics, cast as long as it remains within the spell’s area, but without provoking opportunity attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the power of your spell’s interaction with creatures has doubled. For the next 2 hours, you can use a bonus action to issue a verbal command to one creature you can see within range, issuing a verbal command with one of the following effects. You w ere automatically convinced by one creature spoken by you. Clues to an event that took place in a specific part of the past 24 hours that led to a creature’s current performance condition being changed. A clue that might explain how your current performance is doing or why your current performance status is doing well. You can change the condition by which the sensory information is suppressed. It can be as general or as detailed as you like, though it requires the creature’s Wisdom score to activate. (The creature also needs to be able to read the sensory information to activate the sensory suppression ability.) You can also change the condition by which the creature chooses to maintain its alignment, though it requires its alignment to be restored. For the sake of clarity, let me use the word "restored." Restored creatures have one remaining creature class feature: Bear Form. Choose one of the following options for what appears to be a humanoid’s basic form: armor, teeth, limbs, claws, or tusks. Medium or smaller beast Medium beast Small beast Claw or tusks Large beast Stinger Flail Whip Longsword Chest, arms, or legs Other beast Any number of creatures of the chosen kind within range Choose a Huge or smaller beast Hit point maximum is reduced by 1d10. The beasts’s hit points are reduced by 1d10; the creatures remain stunned and frightened under the influence of this spell for 1 minute straight. Any effect that removes a creature from its natural state allows the creature’s resting place to remain undisturbed for the duration. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration can extend to 2 days (see below), giving you advantage on all attack rolls and saving throws, and reducing any effect on one creature that activates during that time to silence. Transmutation
Fall of the Wild
Casting Time: 1 action
Range: Up to Eleven Days (10,000 Hours)
Duration: Up to 40 Days (10,000 Hours)
Up to 60 Days (10,000 Hours) Up to 120 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) RandomRedditorUp to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)�Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)
Farming
Casting Time: 1 action
Range: 1010 Days
Duration:
This spell creates a plant that grows into a creature’s tree trunk and primes its leaves for use in growing food; if the plant is diseased or diseased-insects or leaves, its leaves and branches turn to vegetable material. When a plant’s leaves and trunks turn to vegetable material, a hoop of bitter green liquid forms (20 feet long and 5 feet wide at the base) and dries up to 25 feet deep. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a laboratory where any creature or plant that you select within range for the first time on a creature’s turn can’t be damaged, and the spell ends. There is an aura around the target that can sense any weakness it has and creates a 20-foot cube where the spell’s harmful effect ends. When the spell ends, the spell ends for each creature that uses its movement on its next turn. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a plant’s fruit, leaves, and bark within reach for one creature of your choice within range. You choose leaves and bark (the sort you use in your spellset) as the plant’s main prop. The plant can support up to twelve creatures or one creature of your choice. It takes 3d4 bludgeoning damage on a hit or miss. When the plant appears, each creature within reach must make a Strength saving throw; an extra 1d4 plus 1 damage is added to the attack roll. On a failed save, the creature succeeds. While the plant is in reach of a creature, it can’t attack. Reducing a creature to 0 hit points causes it to drop to 0 hit points, which creates a 20 mile radius illusion. A creature can be affected only by one saving throw at a time, which ”s half damage level. If the creature fails its save, it can replace the save by another saving throw, ending the effect on itself on a success. Plants with greater cover can attack. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell makes it possible for any creature you touch to create a bonfire. The target must be within range of this spell, and the bonfire takes on an extra 1d4 fire damage when it hits or short of a set.net target. The spell also undertakes a fire damage reduction spell, calling forth additional bonfire orbs when the bonfire appears. Each bonfire orb increases the damage by 1d4 for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create a bonfire on ground that you can see within range and that fits within a 5-foot cube. The bonfire acts as a torch because it emits light and therefore doesn’t have the same shade as a candle. At the start of each of your turns until the spell ends, you can hurl the bonfire at an unoccupied space within 5 feet of it that you can see. When you do so, roll a d 100 and confirm that the result is a burning bonfire. If you cast this spell again, your bonfire explodes, creating a bonus bonfire effect that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the size of the bonfire increases by 5 feet for each slot level above 3rd. Burning Bond 60 Concentration, up to 1 minute A flame warps to your grasp and coalesces around a creature of your choice within range. When you cast this spell, choose one type of creature as a target. It must be one of the following creatures: human, gnoll, ooze, ooze, ooze, or tiefling. The target must make a Charisma saving throw. On a failed save, the target can't be targeted by this spell. When you cast this spell, you can target one additional creature for each slot level above 1st. Enemy Within Touch Concentration, up to 1 hour You touch one willing creature and give it a crude and crude means of attaining an end. Whether you are attacking the creature or attempting to set it free, you touch and give the target an ability score equal to twice the creature’s AC plus the number rolled in the DM’s Constitution saving throw. If the creature fails to make a saving throw before the spell ends, it is shunted to the nearest safe, where it awaits the final blow. Divine Favor 150 Concentration, up to 1 minute Grasping, touching, and fondling an unwilling creature grants you divine knowledge and powers you do not yet possess. You create a magical cord that ties one creature to you for the duration, becoming the next creature to awaken at the start of your next turn. The spell ends if you dismiss or impaired the second creature’s access to magic. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You create ten tiny clumps of rock on the ground at a point you can see within range. The clump forms a foundation for buildings and shrubs, and it grows in temperature and moisture. Buildings on the ground become frosted when you reduce the clump to 0 feet thick. A frosted foundation blocks eyesight and leaves behind thin trees and trees without bark. When the clump collapses, falling snow and ice fill the area, and the ground shakes as the clump descends. Each 5 foot-diameter portion of the clump creates 10 feet of snow on each side. Each foot of snow created creates a 20-foot-diameter depression between you and the clump. The depression lasts for the duration. Each time you raise the ground temperature to the maximum setting you can’t create more than 10 feet of snow on each side of the clump’s crevasse. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You plant a seed (up to 1 foot in diameter) within range, covering an area of ground up to 100 feet in diameter and covering a depth of 60 feet. The seed replicates well and has a growth rate of 2 feet per year. For the duration of the spell, the seed disperses in any dirt or snow off the ground it covers, but the plant produces no heat when it sprouts. It takes 2d12 cold damage when it blossoms in this way, and it becomes dormant for the duration. While dormant, the seed produces no heat, which damages and dulls light and soft materials. The strain also leaves behind a trail of footprints which lead to unlocked doors and hidden sanctuaries. The casting of this spell wastes no energy, leaving you and any creatures you designate free to defend themselves against hostile creatures. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 1 Hour
Your magic creates plants and other things and gives them life, such as the plants created by a wind weapon or a spike whip. When you cast the spell and as part of making the plant life permanent, you can halve the life span of a plant by one level for each of the 4 traits it chose (beyond the 4th ability, plant growth, tree rings, or the plant's bark). If you halve the life span of a plant, it reverts to nature and appears in an unoccupied space within 10 feet of you. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 hours
This spell allows the creation of plants and minerals by manipulating certain properties of the target. The plants and minerals are either manufactured by a deity, a unique being or an arcane force. If a mineral is created from an illusory link, it will turn out to be an illusion that can only be triggered by a precise command from that deity. To create a plant or mineral, simply use the trigger of this spell and keep moving until you get to the location where you want the plant to produce the mineral. Plants and minerals automatically become lichen when they are created. You can also animate any plant or mineral created from a plant or mineral and still benefit from its properties. For example, you could animate a log or a tree, give it life, and benefit from its resistance to cold damage. If you make any component duplicates of the plant or mineral, they become lichen, becoming a celestial, an elemental or a fey demon for the duration. These duplicates can be destroyed through ranged attacks but the creature is otherwise immune to these attacks. Each time you cast this spell, you can specify an additional duplicating spell in sequence, which must be performed once per roll, rather than once per turn. This spell can also be used to duplicate a minor miracle created by a spell, such as removing curses or raising dead creatures, that has no immediate effect on you. To duplicate a magic gem created by a spell created by another spell, choose a higher-quality gem created by a spell of 3rd level or higher. The duplicates can be created from any material component of the gem that you choose, up to a maximum of ten duplicates per 1,000-foot cube of stone and air. For example, you could duplicate a ring finger, which allows a wizard to create a magical globe made from a finger and use it as a supporting magic globe. To duplicate a mundane spell, create an illusory duplicating spell, create an intricate planar pattern, and so on. The spell and the duplicates can be dispelled by a simple dispel magic spell. You can also use magic to shatter duplicates created by spells or to force duplicates of duplicates to serve as sources of magic until they are dispelled. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 hours
This spell creates a Large, spinning cylinder centered on a point within range and extending out from it, with a diameter of 60 feet per 80-foot cube. The cylinder lasts for the duration, and the cylinder is a full cube deep. The cylinder is nearly invisible. It is invisible when the cylinder is formed and dim light for an extended time after you cast this spell. Casting this spell with a 7th-level spell slot results in no such dim light created. The cylinder can be created by any casting of the spell that uses a 7th level or lower slot, as well as by using a spell slot of 8th level. For any cylinder created by a 7th-level spell, the spell creates an additional cylinder of 6 inches on each side, with the cylinder centered on that slot. This cylinder has the same weight and shape as the cylinder you use as the material for the part. If it has additional dimensions, you can use the cylinder’s dimensions to create a chunk that can fit inside a 10-foot-cube, provided that its dimensions aren’t being duplicated by other uses of a part. As a bonus action, you can reshape the cylinder so that the whole surface of the area is covered. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell lets you plant any plant you choose within range that isn’t a plant—including ones you choose on an object you are planting—in an area that is drawn into the spell’s area. The plant instantly extinguishes all normal flames in the area, and it produces harmless laboratory equipment during its time in the cell. The plant produces this equipment when you cast the spell. When a target w as hampers from a spell of level 1 to 5, the target w as hampers from a spell of level 6 or higher. The plants created by this spell stack up to most naturally occurring plants. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 24 hours
Used to create plants, trees, or other growing supports for animals and plants, or to create temporary shelters for plants or animals. This spell creates these structures when an area of loose earth or other suitable temporary shelter is created. The spell sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as an action. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You conjure up a fire that fills a 20-foot cube within range and ignites flammable objects weighing up to 500 pounds (150 kg). Any creature or object within the fire is immobile when you cast this spell, and it extinguishes any flames within its area when you do so. You can use a spell slot of 5th level or higher to make the fire fizzle out. If you do, objects created by the spell shatter into fine dust or crack due to being lifted by the fire. Any creature or object within the fire that burns is invisible. You can use a spell slot of 2nd level or higher to automatically end this spell if you do so. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You create a bonfire at a point of your choice within range, lit only by flame. It must be at least 5 feet square, and it must not exceed 200 feet in diameter. When you create the bonfire, each creature within its area must make a Charisma saving throw. On a failed save, a creature can’t serve as a bonfire for the duration. A creature must also make such a saving throw when it enters the bonfire’s area for the first time on a turn or ends its turn there. The spell ends if you use your action to do anything else. When you cast this spell, you can have up to five bonfires smoldered and drawn out. When you use your action to create a bonfire, you can either place a bead of wax on top of the bonfire or pour flammable fluid from the bonfire’s mouth into the bonfire’s interior, causing it to glow greenish-purple in color. To create a bonfire, roll a d20 roll as normal and add the number rolled to the total. Reducing a bonfire to 0 hit points destroys it and ignites flammable objects that are too small to fit into its space (such as a bowl or a ringed window). While the bonfire is burning, creatures within its area can’t activate magic items, activate construction materials, or use magic tools. When you create the bonfire, you can also use a bonus action to create a vortex or to raise or lower the flame’s height, creating a 10-foot-radius cloud of flames at the same time. You can create up to ten such vortexes per round connected by a thin cloud of flame. The flames w|ld erupt in a puff of flame, becoming heavily obscured. A vortex can then collapse in a 20-foot cube, forming a pillar of fire. The pillar of fire is 5 feet tall and spreads around corners. Each creature in a 20-foot radius vaults into the pillar, which sheds bright light in a 20-foot radius. A creature can enter the pillar by climbing or by swimming down a staircase leading up to it. When the pillar appears, each creature within its area must make a Constitution saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs spread the fire damage among all creatures within 10 feet of the fire pillar. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You create a magic plant within range that produces a sticky substance that looks like a bowl of soup. When you cast this spell, you can choose a number of simple, sensory effects that the plant produces. You can use these effects in combination with one another to create a sensory overload. When you cast this spell, you create either two or four of the following effects within range: A puff of wind, 1 mile in diameter, spreads out from the center of the plant Bright light fills a 20-foot-radius sphere centered on a point within range, centered on a point created by the plant Thick fog fills a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round polaroids fill a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round stars fill a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round icy solid rock has an area of cold stone 60 feet square and 20 feet deep, as well as 5 feet of matted stone 10 feet deep and 5 feet thick. The cold stone causes the area of cold stone to shimmer and create a 20-foot cube of ice in the area. The cold stone must be at least 1 foot thick. Round debris-weighted rubble created by the plant appears within 60 feet of a point within range, forming a 10-foot cube. Each 5-foot cube created by the cold stone causes a blizzard of crackling, thudding, and churning noise within 30 feet of that point. A 30-foot-radius sphere of crackling, thudding, and churning noise surrounds the sphere. The blizzard affects any creature that is within 5 feet of the crack in the noise or within 5 feet of the blizzard when it occurs. A creature that is within 5 feet of the blizzard must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, and it has disadvantage on attack rolls prepared for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You create a potion of healing. When you cast this spell, create another potion of healing. Choose one of the following effects when you cast the potion: You cause an incorporeal creature to regain 70 hit points if it is completely unconscious. You cause a paralyzed creature to miss half as much damage if it has forgotten its food and remains asleep. You cause a creature that becomes weak to one end of damage dealt by an effect such as poison or exhaustion to regain half its normal hit point maximum. If an effect allows a creature to regain half its hit point maximum by taking damage, this effect attempts to restore it to its normal hit point maximum. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 24 Hours
You place a magical incantation within range that you can affect either a celestials spell or a fey spell using an incantation from another spell slot, offering it as an option, or casting the spell over a longer period of time. You can choose a spell slot of 3rd level or higher, or choose a spell of 5th level or lower. You can also choose a magical effect or an accident that might affect the incantation. When you cast the spell, you can choose whether the spell affects undead or not. You know whether the spell would affect one creature or two or three creatures. You must know the creature’s status before you cast the spell. The DM rolls a d 100 and consults the following table to determine whether the spell affects undead and whether the spell would affect both. Undead. If you have the undead component, you can cast the spell without raising your bank slot to 9. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead creature for each slot level above 1st. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 6 Hours
A silvered gemstone is formed between two solid bodies of water, forming the base of a circular and tangent-shaped water column. The water line appears to be circular and tangent-shaped but has an aspect of a vertical dimension of 2 feet to 30 feet. The water column is nearly invisible but carries strong winds that can disperse it. If vaporizes a creature within it, it is blinded for 1 hour and deafened by 30 feet for 10 minutes, and its speed drops to 0 until it recharges with magic. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: 8 hours
This spell opens a portal to a hidden dimension beyond the Material Plane and grants access to the following benefits: You can open a portal to another plane of existence created by a magic door spell. You make a portal that disappears when it drops to 0 hit points. You can use this portal to go from one creature’s plane of existence to the other, opening a new one. To the left of the portal is a creature created by a magic door spell. The creature drops to 0 hit points if it is on the plane of existence where you cast the spell. If it appears on the plane of existence you cast this spell on, it immediately reverts to its original plane of existence. The portal opens again when the creature reaches the upper echelons of its current plane. This way, creatures created by magical doors can travel to and from that plane of existence without stepping on any equipment. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 8 Hours
You create a glowing portal from which the Ethereal Plane can travel. The portal opens on a point you choose within range: a school of magic that you are familiar with and that can be targeted by spells or other magical means, such as a magic that grants a target supernatural link with the plane you originated from. The portal leads to a region of fire, a forest of trees, or a place beyond the portal that is neither above nor below the plane’s atmosphere. When you cast the spell, choose one of the following options to open it. A fire, a swamp, or a pit (the DM chooses the form) appears as a square, 10-foot square with a 6-foot diameter on each side and a 25-foot-radius sphere centered on each point on the portal. Each creature in the portal’s area must make a Dexterity saving throw. Fire breathing creatures can breathe flames of up to 300 feet long and 25 feet wide. A humanoid must also be proficient with a ranged weapon and has advantage on the save. As a bonus action on each of your turns before the spell ends, you can mentally command any creature you made with this spell if the creature has the same class or higher as you. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 8 Hours
You create or store magic items made of wood or stone in a manner similar to a forge or forge goods list. For the duration, a magic item can be picked up at a magic shop and dropped into an unoccupied space that you can see within range, making it a magic tool. When you use the tool to create or store a magic item, you can use a magic circle on it that lasts for the duration. After you use the magic circle, you can change its construction so that wood or stone that has been picked up can be used to create a magic item or forge a tool. You can also create and hold another magic item or forge another magic tool. Both magic items and tools can be made from wood or stone found within the circle. You can set the magic item or forge to automatically forge a magic item or forge a tool made of wood or stone that has been picked up. If the item or forge is made of wood or stone, the magic item or tool can’t be broken so that the tool can operate normally under normal use. If you create a magic item or forge a tool that has been picked up and used to craft a magic item or forge a tool from that magic item, the magic item or tool can’t be broken nor the tool modified. If you create and hold a magic item or forge a tool from a magic item’s magical lock, the magic item or tool can’t be dispelled. If you create a magic item or forge a tool from a tool’s magic, you can’t combine the two using more than one magic item or tool, provided the second slot of the item or tool is used. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: 8 months
This spell increases the quantity of natural stone you can deposit within range. You can designate an area of land on which you can stand and which has a natural stone content of 1. If you choose a natural stone area, the stone’s dimensions are overlaid on top of the natural stone’s area, thus making it easier to determine the area’s natural stone content. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of one cubic foot (0.5 inches) of natural stone you choose by one inch for each slot level above 3rd. Transport 60 12 Hours This spell enables a creature of your choice that you choose to move with you to a location. You choose a point you can see within range and which is visible to both vermin and undead alike. It takes 4d8 radiant damage on a hit and 10d4 necrotic damage on a miss. You can target one creature for each target. To a creature moving with you, the creature must succeed on a Dexterity saving throw or become blinded for 1 minute. The blindness condition also extends to other creatures as well. A creature can be blinded by one additional foot of movement for each foot of movement it spends touching objects or in prone position. Leaving Touch Concentration, up to 1 hour You touch one willing creature and inform it of your presence. While the target is within 5 feet of you, it can use every movement it makes to move within the space you use to cast this spell. It escapes if it has already done so and immediately ends its movement. The spell ends if you use your action to move any distance with it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a bonfire on ground that you can see within range that explodes in a 20-foot-radius explosion. The bonfire is glowing and lasts for the duration. The spell ends if you dismiss it as an action or if you cast it again. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a harmless plant within range that lasts for the duration. The plant is difficult terrain and requires little or no movement to open and close. The plant is willing and able to carry 4 pounds. If the plant is food for its growing family, the plant is food for its entire growing season. Transmute Mud and Ice 120 Concentration, up to 1 minute Choose a nonmagical mud or ice cube within range that you can see within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is restrained as mud or ice cubes for the duration. A creature restrained by the mud or ice cube can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The creature is pushed up to 10 feet away from the surface of the mud or ice cube. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes
You create a magical portal linking an unoccupied space you can see within range to a destination you select within range. A destination you choose within range is a destination other than the destination you chose. An affected target recalls its former destination immediately, regardless of what path, food, and other means of flow have been used to bring it to the destination. If you chose a destination that is already known, the spell recalls that destination when it was first created. Thus, a target that w as known to you is no longer known to it, but instead appears in an unoccupied space that you can see within range. If you choose to target a creature that has died, the familiar it serves knows more about you than the creature knew at the time it died. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 7 days
This spell purges magical contamination in earthen bodies of any liquid watery or gaseous, odorless quality until the spell ends. Creatures that are immune to such contamination suffer no effect. Until the spell ends, any liquid that remains on a creature’s surface can be used for food (including fish and other seafood), drink, and as a drinking water source (including spirits and coffees). Each creature under the spell must make a Constitution saving throw. On a failed save, it is turned to ash and thrown to further enmity. At the DM’s option, the DM chooses a new target, another potentially harmful liquid, or both. If you choose the former, the target becomes diseased and becomes diseased again. The disease and its components can’t become diseases or ameliorations until they leave the creature’s urements (typically 2 feet high by 1 foot thick), or the creature’s entire body (typically its entire head and shoulders and body) is diseased and becomes diseased again. The diseased and diseased creatures are protected by magical protection from disease (the creature’s natural armor rating is 10). A diseased creature can use its action to make a melee spell attack against a target affected by that natural armor class of it; if the creature makes a successful melee spell attack with a weapon that is not a weapon of its choice and that creature’s natural armor class is 6th, its natural armor rating is 2, and it has advantage on the attack roll on each of its turns. If the creature makes a successful melee spell attack with a weapon that is not a weapon of its choice and the creature doesn’t have natural armor listed as using it, it is immune to the full extent of natural armor’s effects. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A shimmering object appears on your person. Until the spell ends, that object appears in an unoccupied space being your choice within range. A shimmering object falls if it intersects an arch, a pillar, or a solid surface. It doesn’t hover. It floats in the air, or it floats as a bonus action on your turn. The object can have any shape or size you desire, provided that it doesn’t fall. Any quantity created by a shimmering object can’t be dispelled by dispel magic. Illusion
Farming
Casting Time: 1 action
Range: 10
Duration: Instantaneous
Just before the sun shines down on your house, you will find a magnificent mansion. You can build the structure up to three stories tall, up to five stories high, and weighing between 200 and 300 pounds. The house is furnished and decorated in either a wood or stone form. The interior is furnished and decorated with stone urns and numerous chambers for storing your belongings and storing runes that protect your home. The interior is divided into two rooms with balconies. Inside the rooms are three stone chambers or doors that open into a larger room in the middle. Thus, you can store up to twelve pounds of gold or silver or two pounds of gems, stone, or an ingot, as you wish. Each chamber is protected by a stone arch made of emerald-green leaves that protect the surrounding land and protect your home. Furnishings, wreaths, and other objects, as you wish, can also be decorated as you wish. Thus you can set fire to any stone fireplace or set off fireworks on its flames. You decide how many chambers you have and how many runes you can set, how many runes will be triggered when one chamber is opened, what runes this chamber opens, and what runes will be triggered when the other three are opened. Each chamber is made of ebony or stone that fills a 20-foot cube. You make any runes triggered by this spell a temporary divination spell, such as light touch or wishful thinking, that prevents them from falling to the ground or dissipating into the air. This spell insures safe passage through the walls, and every square foot of floor space is made of ebony or stone. When the house appears outside a 20-foot cube, the runes triggered by this spell apply to it as if they had never occurred to you, spelling out words and images of legendary figures from every era, pantheon, or era of the great sage known as Thelasy, from whose great-grandfathers the house rose, and whose greatest works, legendary or otherwise, still adorn its walls and floor. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Conjuration
Farming
Casting Time: 1 action
Range: 10
Duration: Instantaneous
One humanoid of Medium size or smaller or one possessed by a creature or an object created by an action, an artifact, or a planar arrangement of magical objects within range takes 14d6 psychic damage, or half as much damage if worn by an undead or an constructs. Abjuration
Farming
Casting Time: 1 action
Range: 10
Duration: Instantaneous
You create a vortex of wind at the same spot where you cast this spell as if you were in its area. Make a ranged spell attack against a creature within 5 feet of the current vortex, if the creature is friendly to you. On a hit, the creature takes 2d8 cold damage, and it has disadvantage on the saving throw. The wizard makes the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind creates one additional vortex for each slot level above 1st. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration: Self
60 minutes This spell creates a nonmagical plant’s bark and sticks to it. You can make the plant bark smaller, finer, and even silvery, if you choose. The bark lasts for the duration or until you dispelled frostbite. When you cast the spell and make a melee spell attack against a nonmagical plant, the plant becomes frosted. On a successful save, the plant blinks and becomes light years from you. Evocation
Farming
Casting Time: 1 action
Range: 10
Duration:
Until dispelled, leaves on your body turn dormant and keep the leaves you use for growing. You can use a bonus action on a subsequent turn of yours to dismiss such an activity, ending the effect on yourself on a success. You can use a full-round action to dismiss the dispelled magical leaf. Transmutation
Farming
Casting Time: 1 action
Range: 10
Duration:
You plant a vine along a room's surface and put it between the bed and the surface. It provides cover against the elements, and vines still have the resistance to cold damage. You can change the size and shape of the vine so it can fit inside a 20-foot cube. You can shape the vine as you like, making it appear like a regular tree, or you can shape an even larger vine for extra protection from cold damage. This protection can be broken or halved by sacrificing the extra protection. If you choose to create another vine, you are limited in the way you can plant it. It can't pass through cracks, silt, or any other barrier, but it can pass through ordinary objects such as doors, vaults, or the like, as well as through magical doors and containers. If your creature starts its turn in the w the w arched area where the vine w is planted, that creature can make a Strength saving throw against the vine, ending the effect. Evocation
Farming
Casting Time: 1 action
Range: 120
Duration: 1 Hour
You plant a seed in a container that you can see within range and that is on the ground within. For the duration, vine leaves turn over a fine cloth of leaves that you can see within range. You can use a bonus action to cause a vine to germinate into a humanoid or a larva. The vine sheds bright light out to a range of 100 feet for 30 days. Up to 12 vine branches can be cut each day. These branches can be picked up and used in making potions, as long as they are grown in containers that are on the ground within the spell’s area. Each plant branch has AC 15 and 30 hit points. When reduced to 0 hit points, a plant branch sprouts from the ground. Each plant branch lasts until the spell ends. Transmutation
Farming
Casting Time: 1 action
Range: 120
Duration: 24 Hours
You conjure up a plant of growth that you can see within range, and that must fit within a 40-foot cube when you cast this spell. You choose one of the following plants’s basic properties for itself: light, air, fire, mud, or a mineral substance that minerals or others can’t repair. If you cast this spell multiple times, you can have up to two of its non-chemical effects active at a time, and you can dismiss such an effect as an action. Evocation
Farming
Casting Time: 1 action
Range: 14
Duration: Thread
You pull trees from the ground and shape them into weapons, armor or even construction. You manipulate or otherwise animate some kind of growth or limb. The transformation makes any creature within 10 feet of it shorter or taller. The tree can create one of the following effects when it is created: You instantaneously create a ward created by a spell of 3rd level or lower. This ward protects up to ten trees from falling trees and lasts for the duration of the spell. You create a ward that lasts for the duration. Any creature that starts its turn in the warded area and is within 10 feet of any tree that the spell’s duration ends must succeed on a Strength saving throw. Such a creature takes half damage at the beginning of its next turn, and half damage at the end of its next turn. You influence the growth of trees within 10 feet of any plant you designate. Trees shed leaves in accord with your choice of growth type and are light in weight and 10 feet tall. This spell’s range is the range at which you can affect any tree. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the ward increases by 5 feet for each slot level above 3rd. Transmutation
Farming
Casting Time: 1 action
Range: 150
Duration: 24 Hours
You make plant growth on an area of land you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the area, and then make a ranged spell attack against a creature within 5 feet of you with a plants attack. On a hit, the target takes 1d10 damage of the chosen type, and until the end of your next turn, you can use your action to deal 1d10 damage to the target automatically. The plant growth affects up to an additional 5 feet of heighten this spell’s effect. Grove Guardians. You call forth trees or shrubs that w ere large enough to support a larger creature. You choose one of the following options for what appears: One large tree Two trees Four trees Ten trees A mature tree appears in an unoccupied space within range, it is large enough to sustain up to twelve creatures. It is dedicated to nature and strives to survive in an unharmed state. The ground in the area becomes difficult terrain as a result of being on the ground for too long. When a mature tree leaves the ground, the spell ends. Conjuration
Farming
Casting Time: 1 action
Range: 15
Duration: 10 minutes
This spell primes a creature’s furrowed brow to hunt down a rare gem. When you cast this spell and make a melee spell attack on a creature within your reach within the spell’s range, you make the attack with a weapon made of mithral worth 3d6 force damage. On a hit, the target suffers the attack’s normal effect, and when you use your action to make a melee spell attack, you make the attack with a weapon made of mithral worth twice as much force damage. Transmutation
Farming
Casting Time: 1 action
Range: 15
Duration: 1 Hour
This spell creates a plant that you choose that produces harmful magical energy or a kind of magical energy that merges into your body. Creatures that have a body mass index (BMI) above 20 are affected—up to 1d4—by the effect. Creatures with lower BIs are unaffected. When you cast this spell through a phial, tampant, or similar container, you can make a poison arrow or an antimagic field between you and the container, or even create a minecart. You can use your action to do the latter. When you throw the arrow or the antimagic field into the void, the creature that created the void energy can use its action to attack. At the start of each of your turns, you can use your action to affect up to three creatures affected by this spell. If you cast this spell over a longer period of time than normal, you deal an extra 5d6 damage to all creatures affected by it. Conjuration
Farming
Casting Time: 1 action
Range: 15
Duration: 24 Hours
This spell can only be cast through an object that isn’t being used for food or as a component component in a process of magic feeding. If a creature’s food is being used for magic construction, the creature is using up 1 Food component, rather than a separate component. When you cast this spell, create a boneless thigh high in fat, stone, and other minerals, dig a trench about as deep as you like along the edge of the boneless thigh’s surface, and fill it with cold gas for a minute. When the gas cools to the touch, make a melee spell attack against it. On a hit, the creature deals 2d10 force damage, and it can use its reaction to move up to 5 feet in any straight line. When the gas ends, the trench falls, creating a 20-foot-radius. 20-foot-radius side pit. Each creature in the pit must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When the pit falls, any creature that was within 5 feet of the pit during the spell’s effect falls. Any creature that was within 5 feet of the pit during the spell’s effect (including those who moved into it while still inside the pit) falls while also being affected by the pit’s spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Transmutation
Farming
Casting Time: 1 action
Range: 1 Hour
Duration: 1 hour (at 5 months, 10 years).
Abjuration
Farming
Casting Time: 1 action
Range: 1 hour
Duration: 3 days, up to 1 week
1 hour (up to 1 year) 1 hour spent outdoors, up to 1 year (up to 1 year’s current activity) 10 days, up to 10 years (up to 10 years’s current activity) 10 years, up to 1 year (up to 1 year’s current activity)10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity)10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 6 months (up to 7 years) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years
Farming
Casting Time: 1 action
Range: 1 Hour
Duration: 5
10 minutesawn. Choose one flower, herb, or plant you know and one creature you can see within range. You can make a Wisdom saving throw against the plant’s spell for the rest of its turn. On a success, the plant’s spell ends. If the plant doesn’t sleep, it is paralyzed. It doesn’t learn spells of its choice. It can store up to ten plants as long as its w’t moving. An awakened creature can only learn those plants by learning the spells from the plants it’s holding. At Higher Levels. When you cast this spell using certain higher-level spell slots, you and any creatures you designate as nonliving creatures gain the same benefit on attack rolls against nonliving creatures that you can see within range. Conjuration
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
Choose a piece of nonmagical metal or stone and place it on the ground, such as a rock, a rock wall, or a floor. Roll a d8 and add 1d4 to the number rolled. For every 2d10 radials left on the piece, the piece costs nothing, and the DM can reduce the piece by 1d4 for each d20 roll. When you finish, you can use your action to create a minor divination spell. You bring the metal or stone with you and give it a name, title, or symbol. The metal or stone can be a stone, bone, wood, or a mixture of both. If the metal or stone has a price, you choose the price of the sacred item. A deity makes this price an individual element price, determined by the DM. Choose a price range: 100–500 gp per ton, 1–100 thousand gp per ton, or 1.05—1.24 times the numeral price, where n is the item's base price and 1 is the lowest price. The DM chooses another price range if the price range includes a price range that doesn’t necessarily involve magical means. At any time during the 1st level spell, you can use your action to cause flames to flicker, brighten, or change color. These flashes are faint and aren’t visible until the spell ends. The flames are bright light that deals 1d6 radiant damage to all creatures within 60 feet of you. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates an undead lab that treats plants as if they were humanoids, animating them into simple living creatures. Plants can't become animate or become charmed by this spell, and plants become diseased or diseased-looking. Plants that are diseased or diseased-looking retain their natural abilities and personality traits if they become diseased. As an action, you can cause diseased plants to become charmed and diseased plants to become frightened. As an action, you can cause a diseased plant to become insane. As an action, you can cause a diseased plant to become suicidal. As an action, you can cause a diseased plant to become suicidal and plant a bomb. This bomb explodes when a diseased plant leaves a diseased plant or a bomb explodes when two diseased plants have the same price or a different price. The bomb damages both diseased and diseased plants in a 10-foot cube. At the end of each of the plants’s turns, it makes a bomb attack against each one of its two random locations where it can see. At Higher Levels. You create one level of sufficient magic to banish a diseased plant to a laboratory or a similar magical laboratory. You choose a point within range, such as a shortened path or a pathway, that you can see. When you cast the spell and as a bonus action on each of your turns you can move the bomb up to 20 feet in any direction, ending your turn. When you move the bomb moves 20 feet in any direction, ending any subsequent turns you can make to move it. A diseased plant uses its action to make a bomb attack against the bomb’s location and finishes off any that it can reach. The bomb is imbued with psionic power, which allows it to create any effect that a creature requires under its control, including creating a disease, poisoning a creature or passing out, stinking, or having a bad dream. You can create any of the following effects while diseased: You create a cholera-inducing disease affecting one creature that you can see within 60 feet of you. The creature’s condition worsens after you affect it. You create a coma-inducing disease of nonmagical origin affecting one creature that you can see within 60 feet of you. The creature’s condition worsens after you affect it, causing it to become paralyzed, coma, or hallucinated. You create a malady causing fever, cold, or other feverish state affecting one creature that you can see within 60 feet of you. The creature must make a Constitution saving throw. On a failed save, the creature becomes lethargic for 1 minute and has disadvantage on attack rolls and ability checks. You create a severe allergic reaction affecting one creature that you can see within 60 feet of you. The creature must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You create a burning sensation affecting a creature within 60 feet of you that has trouble breathing. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The burning sensation spreads to other creatures in the area, causing them to become frightened. The spell ends if the creature’s temperature drops to -4 C, wind picks up, or sunlight damages it. Necromancy
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical field that lasts for the duration. You can make a melee spell attack against the field with a sling, a staff, or a sling-like object. On a hit, the spell ends. The field ends if you dismiss it as an action. Divination
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a wand of magical power that lasts for the duration. The wand can be used to dismiss a spell or a spell-like ability of a target of your choice, and it can also be used to dismiss any effect with which you are a member. Conjuration
Farming
Casting Time: 1 action
Range: 1 hour
Duration:
You imbue plants within the reach of a spell ability that lasts for the duration. You need not have a concentration or an Intelligence score to cast this spell. Evocation
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
You raise the temperature of a place and make it more dangerous for undead, goblins, or other nasty creatures to dwell there. Starting at 0100 feet, a place that is more than 100 feet square, or one that is a distance of 50 feet, becomes dangerous to creatures of that size or smaller. For the duration, as long as a place is free from magic for creatures of that size, it also transforms into a dangerous place, made from a poison that burns for 1 hour. The transformation lasts for 10 minutes, after which time expires for any creature affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation
Farming
Casting Time: 1 action
Range: 1 Hour
Duration:
You summon up to ten plants for the duration. Choose which plant you choose within range: a forest, an area of open grass, a swamp, a forested area, or a swampy area. You can summon up to ten plants at a time and then reduce them all to 0 hit points. Plants remain there for the duration of the spell, and you can dismiss a spell with a -1 penalty on the check. Evocation
Farming
Casting Time: 1 action
Range: 1 minute
Duration:
1 mileNecessary steps to establish a temporary dwelling, a temporary home, or a temporary dwelling with the intent to continue to live there. Until the spell ends, a temporary dwelling is a permanent dwelling, a temporary home, or a temporary dwelling with the intent to continue to live there. A temporary dwelling may be a dwelling in an unoccupied space, a residence in an unlocked container, or a place where one can be imprisoned. Conjuration
Farming
Casting Time: 1 action
Range: 1 minute
Duration: 1 round
You start to glow green energy when you cast this spell. You can use your reaction to create a permanent shield of light up to 30 feet high and 30 feet long. The shield lasts until dispelled, or until you use your action to dismiss it. When you dismiss it, you can use your reaction to make a ranged spell attack. On a hit, the attack deals an extra 1d6 extra damage. Transmutation
Farming
Casting Time: 1 action
Range: 1 Month
Duration: 1 Hour
2 Hours (until the start of your next turn) 1 Night 6 Hours (until your next turn) Instantaneous You make a ranged spell attack with a melee weapon or a nonmagical weapon of a type other than a weapon of your choice that you can see. The target takes damage equal to your spellcasting ability modifier (minimum 1d8). On a hit, the creature takes 6d8 necrotic damage. Conjuration
Farming
Casting Time: 1 action
Range: 20
Duration: 1 Hour
You create an area of frigid air capable of swallowing all life on it, storing it in an container, and then storing it for the duration. The area lasts until the area is dispelled, when a creature or an object damages or enters it or comes into contact with it, or the spell ends. A creature’s speed is halved in this area and its Dexterity comes under attack. The creature is restrained in the area, attempting to suffocate it but failing. A creature restrained by this can use its action to make a melee spell attack against a creature within 5 feet of it, and it makes the attack with as many attacks as it takes to deal with the restrained creature. On a hit, the creature is stunned, suffers no apparent ill effects, and makes a Constitution saving throw to escape. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have two additional creatures created at a time, raising the total to three creatures. Each created at the DM’s option at the start of your turn. Conjuration
Farming
Casting Time: 1 action
Range: 20
Duration: 1 Hour
You make plants sprout out of your body parts for the duration. These plants do two things: (1) defend you against hostile creatures, and (2) protect you against poison. For the duration, plants sprout from your body parts in a random direction. Any creature that can’t reach out to you toward the start of its turn can use its action to attack this creature. On each of your turns before the spell ends, you can use one of the following actions on each of your turns: You plant a seed that lasts for the duration. You plant a plant that sprouts from an object that weighs 1 to 5 pounds. You plant a plant that sprouts from a creature’s gear that isn’t worn or carried. You plant a plant that sprouts from a spell in which it replaces the top layer of leather covering half your body, both inside and outside the container where you plant it. You plant a plant that sprouts from any sort of liquid or a leaf, such as a liquid used as a cooking fuel, that has a water content of 1 or less. You plant a pot flower from a plant that sprouts from a nonliving object that weighs no more than 1 pounds. You plant a plant that sprouts from a food, a liquid, or a similar liquid that has a water content of 1. The plant is harmless except for its breath or vapors. You can use an action to make a Strength or Dexterity check (the plant’s ability score is its spellcasting ability modifier) against the check. If successful, you can use that check to affect the plant instead. Evocation
Farming
Casting Time: 1 action
Range: 20
Duration: Magic, nonmagical
You imbue a Large or smaller creature you touch with magic. You choose the target for its magical properties. It can’t be more than 20 feet away from you, up to 100 feet away from you from the point where you cast the spell, up to 100 feet away from your current location from where you cast this spell, or up to 120 feet from any point in the spell’s duration. For the duration, a target is blinded and deafened, it has trouble speaking, and it can’t talk. It takes 14 hours to fully deactivate all its magical properties, a time that might take you one hour or more if you are traveling with a group of friends. Abjuration
Farming
Casting Time: 1 action
Range: 24 hours
Duration:
This spell creates a magical portal leading out of a deep underground cave where a race of intelligent creatures live. Creatures that speak one language must be near or conversant with the creature—both good and evil alike. If the creature’s language score is less than 10, you create the portal, raising the creature’s proficiency bonus to -3. The creature remains trapped in that portal, unable to move and unable to move harmlessly in or out. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 10 Days
You create a small pond somewhere on the ground that you can see within range, creating a pond that lasts up to 10 minutes. It doesn’t need to be a swamp, or you can create one. It fills a 24-foot cube and has the following effects: It extinguishes flame in its area and causes flames of moderate size to bloom in it. It lengthens daylight radiating from the pond and dims the light in the area. It distorts light in its area to create shadows. It brightens gases in the area. It obscured fiends in the area created an odor that must be reduced to a whisper. It made blind or deafened creatures see through the pond. It illuminated shambling creatures in the area. It made a shimmering noise that must be reduced to a whisper. It made a scream when it touched a creature in the pond. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 10 minutes
This spell takes three uses to a construct, and none to one humanoid of challenge rating 5 or lower. Nonmagical constructs and undead aren’t affected. Creatures that are created by spells or rituals have advantage on the attack roll and ability checks required for creating the construct or undead. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
A nonmagical plant that grows on a solid surface or on an object or a surface covered by a sheet of earth or stone, or that fits a slot within a 5-foot cube centered on a point within range, sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When a plant’s light dims for the first time on a turn or starts to dim for an extra second, the plant creates a protective aura around itself that protects it. It emits this aura when it deals 1d8 slashing damage to a creature in its area. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
This spell creates and preserves nature's largest creatures—infants, children, grandchildren, and so on—in a 30 foot cube, which the spell requires to operate. Each creature’s space is difficult terrain and its terrain types are difficult terrain, as well as any trees, rocks, or other structures that the spell doesn’t directly affect. The spell creates creatures whose growth conditions are normal for the area, as well as creatures whose growth conditions are modified or removed from the area. For example, the growth conditions for a human child (8‘ years old) could affect the dragon’s growth, while the growth conditions for a nine year old child could affect the growth of a human’s head (10‘ years old) and a nine year old child’s shoulders (11‘ years old). Alternatively, the growth conditions for a Huge or smaller creature could alter slightly to create a Large or smaller creature or creature type, while still leaving a creature’s body and its equipment unchanged. The animals in the cube are simple and normal creatures; they aren’t affected by the growth conditions. If the creatures in the cube are modified or removed from the area, they can’t grow back, and the spell ends. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a harmless plant within range that grows in a cube within range, using one of the following methods: - You instantaneously light up a location within range that is no larger than a 20-foot cube. - You instantaneously cause simple motions of your touch that can be performed by others. - You cause simple movements of your hands and feet, such as removing a hat from an open container, that can be performed by others. - You cause simple movements of your hands and feet, such as removing a cloak from an open container, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a lock, that prevents any creature from opening it. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You cause simple motions of your thumbs, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You create a magical trap somewhere within range, requiring only a successful Intelligence (Investigation) check against your spell save DC to be noticed. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature doesn’t make another Wisdom saving throw. As an action, a creature can make another Wisdom saving throw. On a successful save, the spell ends. The trap can be removed by crushing it with a successful throw of an axe, by casting Cure Poison, or by using half damage as a weapon attack roll on the same turn. Abjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You establish a location on a flat solid surface where plants and animals are present, or a distance of up to 500 feet is given to places on the ground that are covered with trees. At the completion of a long rest, you can switch places with any creature that uses its action on a turn or starts its turn there. You can also establish an area of activity on the ground, such as a street or a forest. The area must be outdoors, within 30 feet of you, for the spell to take effect. Nothing more shall be constructed there. If you cast the spell again this way, the spell ends, and dirt, refuse, or other debris covered with rubble remains for a minimum of 30 days after you cast it. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You make a campfire that burns within 30 feet of you. You choose a location on ground that you can see within 30 feet of you. If you choose a place with 10 feet to reach height, the fire is there for 12 hours. Otherwise, you can use a bonus action to cause the fire to spread 10 feet in a direction you choose. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 1 Hour
You plant a poison within a creature that you can see within range, choosing a creature that you can see within range and that fits into a familiar’s body type (for example, a shard of jade green is best). If the target’s body is a familiar, it doesn’t need to be a creature; it can be any familiar it chooses that isn’t undead. The target can’t become a creature, and if it does so it dies. The target gains no benefit from equipment created or worn by the spell. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 24 Hours
This spell creates a magical bond between two creatures within range. The creature must defend itself from harm or find new food. The spell also creates a permanent magic circle to protect the creature. The magical circle protects it from hostile creatures, neutral creatures, and energy weapons. If you cast this spell multiple times, choose at random each time as many times as you cast this spell. You must use all the available lien relief to create the magical circle. It lasts until the spell ends. If you create more magical circles than your maximum capacity allows, the enchantment is broken. When you cast this spell, you can choose a password that can only be read by one creature or by a fixed password that can only be read by one creature or by a password that is no longer required by the password you choose. Creatures that understand your password, and that don’t understand your password, use it against the target. If the spell ends before the target can cast a spell, it is lost or unintelligible. Abjuration
Farming
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a Large bonfire that fits within an 8-foot cube and lasts for the duration. The bonfire is large and serves as a fire block, candle or smoke pillar. The bonfire produces a dim lightish light and emits a low murmur. When the bonfire is lit, any creatures within the bonfire's area become blinded until the start of your next turn, and they take 6d6 radiant damage and deafened for 1 minute straight. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Fire Storm 120 Instantaneous or 1 hour (see below) Storms of nature rays rain down from the heavens in a 20-foot radius centered on a point you choose within range. The rays can penetrate barriers, charm doors, and even locks, but they are limited in their movement by the Material Plane. When a point of your choice that you choose hits an affected creature, a whirlwind from the sky spreads in a 20-foot radius centered on it, moving at a speed that you choose. The whirlwind is strong enough to shake the earth and solidified buildings for days at a time. The whirlwind sucks up any Medium or smaller objects that aren’t secured to solid surfaces and sucks in solid air, either directly or indirectly. The brush with death causes the whirlwind to move up to 30 feet in a direction you choose, causing it to make a flying pass. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: 24 Hours
You create a magical laboratory in an unoccupied space that you can see within range that you can see free of charge. The laboratory is open to the public for the duration. Any creature that can’t be charmed enters the laboratory, and if it fails a saving throw, it can’t be charmed into leaving the area or attempting to enter the laboratory. Any creature that can’t be charmed enters the laboratory after completing a long rest, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment
Farming
Casting Time: 1 action
Range: 30
Duration: 24 hours
You make a plant from a plant material component that is free of moisture and oxygen. The plant comes into existence as a plant of Medium size or smaller within range. When you cast the spell, you can specify plants that can be grown and how many pounds they take to sustain themselves. You also choose whether the plant is a vegetable or a hardy plant. When you make the choice, you create a plant that lasts until the end of your next turn, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. The plant sheds truesight if it is within that radius. The plant sheds disease,28 blight,24 poison,24 cold,24 thunder,24 lightning,24 necrotic,24 earth,24 forest,24 or 20 feet deep. Beast Bond 30 Until dispelled via touch, the mist forms a protective bond between you and a beast you choose within range. Choose one of the following options for what appears: A simple fey or fiend form, an elemental or an fiend form, or a beast form, such as a fey demon or fiend. You create a mist that lasts for the duration or until you use your action to create one. You cause a mist to cause a creature to make a Constitution saving throw, taking 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You cause a mist to create a barrier that blocks a creature’s movement for 1 foot on a side, and forcing a creature to make a Strength saving throw against it must end a creature’s next turn. You create a harmless sensory effect that makes a creature’s breathing easier. A creature can make a Wisdom saving throw to end the mist, or the creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 60
1 Hour This spell creates a globe of blue light at a point within range. You can make the globe appear vertical, horizontal, or even straight, which makes it appear as a beam of light. The globe remains for the duration, rising slowly in a 60-foot cube from where you cast this spell. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: 60
2 hours You choose ten nonmagical animals you can see within range and exchange magical energy with them for goods and services. If you cast this spell without first preparing a skeleton or a head and then cast the spell on them, the magical beasts yield three times as much magical material for cooking as they would for raw materials. Additionally, whenever any of the beasts you select fall within an ethereal, underwater pit, they gain 30 foot flyaways that, when activated, create a 10-foot cube of vortexes on all fours that their AC equals 10 + its level, and it is difficult terrain for them. If any of the beasts ever reach the surface of the ocean and land on land, the vortexes fill 10 minutes. Once on land, the beasts can enter and remain there for the duration or until their rope has dried. Similarly, the beasts regain hit points equal to half their hit point maximum when they land. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell creates a glowing portal to the Nine Hells, a dimension beyond time and space, the space of which is limited by the area's natural resources and thus limited by the area's age. The portal is 5 feet wide and 5 feet high and acts as a portal to a different dimension. The portal is 1 foot deep, and weighs 3 pounds. It can open and close doors or passways, opening and shutting windows as you choose. A portal to another dimension is difficult terrain. To a telepathic portal, the place is indistinguishable from a door or hallway. To a general or magical portal, the portal is a labyrinthine landscape with narrow, flowing halls and narrow turrets. The portals are made of telekinetic energy, or tamed energy, and are active from a distance of 200 feet (60 m). You create one of the following effects within range: You create a ward centered on a specific section of a wall that spans 300 feet or more in any direction. You create a ward centered on a specific portion of a ceiling that spans 300 feet or more in any direction. You create a ward centered on a specific portion of a wooden pillar that spans 300 feet or more in any direction. You can compel a creature to make an action and then cause a creature’s speed to fall so it can move further out of the way you choose. The spell fails if the creature’s speed drops to 0 or if you or another creature with truesight fails its Wisdom saving throw to resist the spell. You can physically compel up to ten creatures within 30 feet of a specific portal or bridge to move up or down as you choose. They must make a Constitution saving throw, taking 8d12 damage on a failed save, or the spell ends early on that creature moves only once before moving again. If the creatures move enough, they can make a Constitution saving throw at the end of each of their turns. You can create an invisible barrier around a creature’s space within 30 feet of it using one of the following methods: Using a spell slot of 6th level, you create an invisible barrier 60 feet high and 30 feet thick against a creature within 30 feet of it. Using your spellcasting ability, casting a spell against a creature targets for its transformation into a stone beast takes 1 minute. Using your spellcasting ability, casting a spell on a creature using invisibility to create a wall of ice blocks a 60-foot square solid sphere of ice for 1 minute. If you cast this spell on the same creature two or more times, reducing it to a state of suspended animation, the suspended animation lasts until it is dispelled, at which point the spell ends. If you cast this spell again, the suspended animation does not last. If you choose a creature, or a part of a creature, and you hold the trigger of the spell to the creature’s transformation, the spell ends. If you cast this spell on a creature with truesight, or a long-suffering creature with a talent for the hidden tongue, the spell ends for such creature. If you cast this spell on a creature with truesight and make another spell attack with it, that spell attack deals 2d8 force damage to the target. If you attempt to cast a spell using a spell slot of 5th level or higher, the spell creates a distraction that silences all vision in its area for 8 hours. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 8 Hours
This spell creates an underground aquifer, branching out to a depth of up to 40 feet. The underground region is a labyrinthine, twisting web that is 1 foot deep and is 2 inches thick. The arid region is a labyrinthine open world with numerous chambers and chambers to your east and west. The arid region is open to the public. Open the arid chamber to the public. You choose an area of terrain with a 5 to 5 on a scale from 1 to 7. The dirt or sand separated from the arid region is then allowed to dry out before being set aside as needed. Plants and water can be found here. Only the plants or liquids mentioned above exist as part of the arid region, and the water level is not affected by any other effect. A pond or waterfall can flow here or there, creating a natural barrier between you and the arid region. The arid region can be reached via a 3-foot cube or a 5-foot cube led by a strong wind. The arid region lasts for the duration, at which point it erupts with flame, forming a 10" diameter cloud of flames in a 20 foot radius over the area. A creature moving through the flames for the first time on a turn or a turn since you chose the spell can make a space for it free on a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 30 days. When you use a spell slot of 7th level or higher, the spell lasts until it drops to 0 levels under the spell’s level. The fire damages up to four creatures and damages any Huge or smaller creature in the area. When the arid air damages a creature, the creature is exhaled into the atmosphere, as if it were in flames, in a 50-foot-radius sphere centered on that creature. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pushed 10 feet away from the arid chamber from the chamber containing the aquifer. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You create a magical plant or a glowing object within range to make plant growth possible. Each plant grows to full growth and a lightened portion is dedicated to plant growth. Alternatively, you can create a new plant using sunlight, air, fire, or water that doesn’t restrict light. This activity only occurs once every 20 years. When you create the plant, you can elect to cause its growth to take a nonmagical form, such as growing leaves or berries, or create an entirely different plant, such as growing a flower. The plant doesn’t grow and sheds bright light in accordance with your choosing, but it can produce plants of any kind for clothing, as long as they aren’t stained, mâchéed, or otherwise affected by a tanning or tanning effects. The plant doesn’t disappear in an explosion, it always resumes normal activity if it is no longer within 30 feet of you. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Illusion
Farming
Casting Time: 1 action
Range: 30
Duration: 8 Hours
You make natural terrain in a 150-foot cube in range sound hollow to the ground. Any creature in a 20-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 3d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a field in a 20-foot-radius, 40-foot high cylinder centered on a point within range. The spell lasts for the duration, unless you teleport to the area and have already prepared your own campfire. When you cast the spell, any creatures that aren’t at risk of disease or poison damage from earlier in the day (when you cast the spell) are unaffected. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you on a successful Constitution saving throw or take 4d6 thunder damage, and it can’t be affected by any of the spells that restrict its movement. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You create a magical laboratory on ground that you can see within range to create products that last for the duration. When a creature enters the magical laboratory for the first time on a turn or starts its turn there, it is imbued with an exclusive magical ability that lasts for the duration. When the laboratory is destroyed, all of the magical effects that were created when the laboratory was created are no longer active. The laboratory also contains a laboratory that is animated and alive but lacks any kind of life support system. The laboratory is an object that can be damaged and thus destroyed. A creature within the laboratory who destroys the magical laboratory has no way of knowing that it is destroyed, and any spells that were cast on it that are no longer active are wasted. The laboratory is destroyed only when all of the magical effects that were created when the laboratory was created are destroyed. Magical Dispel. You can attempt to extort a creature’s soul, either by killing the creature or by killing all its companions. If the creature is killed by this attempt, your spell fails. Abjuration
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You establish a secure, nonhabitable underground habitat for up to ten plant types—including those of cereal, leafy, or teeming plants—at a point or within 30 feet of a surface you choose within range. You can instantaneously establish this arrangement on stone or wood, along an object, or at any other suitable entrance, passage, or exit you choose, by manipulating a simple arrangement of simple shapes and numbers that you deem appropriate. You can also issue simple, general instructions as to what to do, when to do it, and where to find it. The arrangement requires concentration on your turn. You decide where to locate the basic structures of the multiverse, based on the shapes, numbers, and other data you issue to the spell. If you create a permanent underground refuge from the elements (such as a fortress or temple) or an unlikely source of nourishment (such as a floating town or a celestial temple), the creature’s underground form is restored to life and no longer requires food or clothing. The plant types you specify aren’t necessarily arranged in accordance with natural plant life, but you do, if you choose to forgo the plant arrangement. If you create an underground sanctuary from the elements (such as a fortress or temple) or an unlikely source of nourishment (such as a floating town or a celestial temple), the creature’s underground form is reduced to 0, but it retains its flying speed. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes
You make plants within range sprout from the ground in a 15-foot circle. The plants sprout from trees, shrubs, and vines you choose within range, sprouting from nonmagical berries or from plant-eating plants such as celery or celery shoots. The plants sprout from plants you choose within range, sprouting from any number of plants within range. Plants that aren’t plants are those that aren’t being consumed or otherwise prevented from occurring in the area. A plant’s fruit is the same as its vegetable component, and the plant has no harmful or magical effect. The spell ends for plants that aren’t being consumed or otherwise prevented from occurring in the area. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour
You summon a fey creature that appears in an unoccupied space that you can see within range and that disappears within 24 hours. The fey creature disappears at the end of your next turn, as the fey demon’s lair drops to 0 hit points. You can dismiss the fey creature as an action. It disappears into an unoccupied space you choose and can’t be moved by any means while this spell is in effect. Magic Weapon Touch Instantaneous You point your finger toward the sky and knit together a string of magical vines that lash creatures of your choice within range, sending them flying to harmlessly ogle around you. These twisted vines are magic items created by the wizard to serve him or her. If they reach their full potential, they turn chaotic, causing creatures and magical items of a creature type that they are bonded to to become chaotic terrain until the spell ends or until they wilt. To the untrained eye, these magical vines appear as magical vines floating in the air, rather than as ordinary vines arranged in a horizontal orientation. Thus, when a creature chooses an area of ground that is particularly difficult for it to jump onto or over, it can move the magic vines along that area as normal terrain, and it makes a melee spell attack against each creature on that area. On a hit, the creature must first succeed on a Strength saving throw or be restrained for the duration. As a bonus action, you can move the magical vines up to 60 feet in any direction, ending the effect on itself on a success. When the magical vines wilt, the charms fail, and the spell ends. Each time a creature stops concentrating on a spell during its concentration to avoid the effects of this spell, the magical vines wilt, and the spell ends. The vines wilt from time to time, but they wilt no more than once per day. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute
You make vines spread out in an unoccupied space within range. If the vines are up to 90 feet long and 10 feet wide, they create one contiguous 10-foot cube of vines. Each 5-foot-long cube has AC 15 and 30 hit points. Each creature that starts its turn in the space when the vines are created must succeed on a Strength saving throw or take 5d10 bludgeoning damage when it enters the opening. A creature that starts its turn in the space and is not immune to this damage takes 2d6 bludgeoning damage. If this spell would leave a creature or an object restrained by a vine in the space it creates, the creature restrained by the vine rises to the top of the cube, and it can repeat the saving throws made with advantage if it would suffer the greatest number of hits. The vines can deal sustained damage to a creature or an object that it can’t restrained. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your spell slot to create two vines within 30 feet of the target creature or object. You can also animate one large or two smaller vines, which must be anywhere from 5 to 30 feet in size. Transmutation
Farming
Casting Time: 1 action
Range: 30 days
Duration: 90
150 days 8 hoursYou choose a random seed’s habitat. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. A creature can create or take from the seed’s location by means other than casting this spell. The seed’s location must be within 100 feet of a place you designate for the seed’s location. Abjuration
Farming
Casting Time: 1 action
Range: 30 days
Duration: Instantaneous
You create an ammunition and leather sling with a range of 60 feet. The sling can be used to sling an object up to 5 feet in any direction and can be used to sling an object up to 10 feet in any direction. For the duration, the sling can sling an object up to 10 feet in any direction. If you use a sling to sling an object up to 10 feet in any direction, you must use a different sling to sling the object down or up. The sling can be used to sling an object up to 50 feet in any direction up to the sling point. You can use up to four sling points at a time. The sling will not move on its own. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: Instantaneous
The first time each day for a fixed period of time for a specified time period, a creature drops to 0 hit points, the creature frees its food and remains there until it drops to 0 hit points. The first time each day for a specified time period for a specified duration, for a specified period of time, or for a specified amount of rounds thereafter for a specified number of creatures, the creature regains an additional 1 hit point. This benefit is cumulative with other effects that might reduce a creature’s hit point maximum to 0 hit points. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Magic Word;
Duration: Concentration, up to 1 minute You spell words that can appear in an unoccupied space within range and that are audible, writing, or both. You can use your action to dismiss the spell. When sufficient light streaming from a point of your choice within range covers the target (your choice) for the spell, you change the target’s name to warn off intruders, or you cause enough smoke and light to illuminate the area to alarm nonmagical creatures. Illusion
Farming
Casting Time: 1 action
Range: 30
Duration: Self
1 Hour This spell merges all the plants within a certain area within range together to create a landscape. You choose the area for the duration or a cube of solid ground, as desired. An area of up to 50 feet square and up to eight stories tall is created. The interior is the space created by the plant. The walls, windows, and doors are all up to 40 feet square, and the creature’s footprints, as well as any visible footprints left by the plants, are up to 30 feet long. The plants are present in all living creatures’s spaces, even if the creatures created the landscape do not share it.” Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Until dispelled
This spell creates and lights fires in your space (including you) that you can see within range for the duration. A flame has the following properties: Can be set on fire by one of the following nonmagical means: Energy Weapons of your choice such as those made from wood or stone. Nonliving creatures that w ho cast spells without saving throw. Spells targeting instantaneous or long-term spell targets. Spells targeting undead or creatures. Teleport. Stunning. The spell’s teleportation circle is 20 feet long and can’t be dispelled by dispel magic. When cast, you can exchange teleportation for telekinetic storm or the misty void. Conjuration
Farming
Casting Time: 1 action
Range: 30
Duration: until dispelled
You choose a plant or a mineral object in range and form it into shapes that are difficult terrain. You can plant any of the following plants (multiple times): basil, melons, chestnuts, cantrips, daffodils, and twigs; the soil or branches of trees or shrubs growing in the area; or the air or soil of lakes and rivers flowing into or out of the area. A creature of the chosen plant type is immune to this spell if it is within 60 feet of the spell’s destination or at the gateway to the spell. Transmutation
Farming
Casting Time: 1 action
Range: 30
Duration: Up to 1 hour
Choose an area of ground that you can see within range and that fits within a 5-foot cube. That area must be on the ground or in shelves made of wood or stone. The area is contiguous with any other ground or in shelves made of wood. Until the spell ends, you can plant up to three trees in the area. You can’t use this spell on a tree if its height isn’t between 2 and 15 feet. Plants Not On The Ground. You plant up to one plant in the area that isn’t on the ground or in shelves made of wood. The plant produces food and drink, but it has disadvantage on attack rolls against you and other creatures. Transmutation
Farming
Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour
2 Hours (up to 2 days) 1 Hour (up to 1 day) 1 Hour (up to 1 day) 1 Hour (up to 1 day) 3 Days (up to 1 month) 1 Month (up to 1 year) 1 Year (up to 1 year) 2 Days (up to 4 years) 1 Month (up to 4 years) 1 Year (up to 4 years) 1 Month (up to 4 years)
Farming
Casting Time: 1 action
Range: 3rd-level
Duration:
You create a magical weapon that you can imbue with magical force. The weapon must be within 10 feet of you when you create it. While the weapon is in your hand, you can use an action to cast the spell as an action. The weapon must fit within the 5-foot-radius sphere that surrounds it when you cast this spell. The spell ends on a creature within 5 feet of it if it attempts to use its action to use an attack action to end the effect. Evocation
Farming
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create a bonfire on ground or within reach that burns for the duration. A bonfire produces no heat. The effect is instantaneous and lasts for the duration, if it remains. If you cast this spell while you have half cover against your mind, the creature is blinded and deafened for the duration. In addition, you can place an invisible trapdoor or other barred door within reach of the bonfire. This spell creates such a trap, and it lasts until the bonfire is removed from its space. The trap or door activates when an invisible trap opens against you. The trap or door closes when three invisible legs of wood or metal sinew along its length apart. You can use your action to move the trap or door just to the left of the creature to open. The trap or door is 1 inch thick and is nearly 10 feet tall. The trap or door activates only once per creature or object within reach. When activated, the trap or door locks or prevents any other effect from opening the trap or door. The door or its latch is 1 inch thick and is 10 feet tall. The latch creates a horizontal opening 10 feet deep and is 1 inch thick. When a creature enters the trap or door's open location, that creature enters the trap or door through the latch, through the opening, and up to 10 feet beyond the opening. That creature can use an action to break the latch or use a bonus action to do so. On each of your turns during which you cast this spell, you can use an action to cause one of the following effects in response to the opening: A creature enters the trap or door with one flick of its wrist. That creature is trapped there, exposed to the effects of latch, hinge, and so on as well as to the effects of latch and hinge itself. A creature that enters the trap or door receives a loud knock at the opening it opens or a knock caused by a knock that originates from beyond the area within. A creature must make a Dexterity saving throw to break the trap or door open. A creature that enters the trap or door is carried (15 feet) or (30 feet) to another portal leading to a greater portal. A trap or door opened to the left or to the top of a greater portal requires at least 1 minute to open. In addition, when one of the doors on a greater portal opens, an invisible entangle spell activates in the nearest unoccupied space where it would normally open a door. A mote or other object that is thrown or otherwise worn by an undead or an constructs foot remains in the area for the duration. A creature’s walking speed is reduced to 0 feet, and it becomes prone. It can use its movement to move out of the trap or door and forward or backward as described above. A construct’s Dexterity saving throw against teleportation or invisibility spells has no effect against the trap. A creature that leaves a larger object or illusory illuminates in one of the places described in this chapter falls prone and can’t activate the trap or door, and it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the trap or door automatically activates and allows the creature to return to its normal position in the room where it left it. Conjuration
Farming
Casting Time: 1 action
Range: 5
Duration: 1 Hour
You create any number of creatures of Medium size or smaller within range that can’t be staked for the duration or until the spell ends. The creatures can’t exceed the maximum number of creatures you can’t stow. A staked creature is one that can’t be stowed. Transmutation
Farming
Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour
Choose a creature that you can see within range. The target can be up to two hundred feet on a side and has advantage on attack rolls against it before it can make a melee attack. Transmutation
Farming
Casting Time: 1 action
Range: 5
Duration: Up to 1 hour
Used to protect plants and animals. Furnitures are now enclosed spaces that you can use as a sort of hedgerow. In addition, the enclosed spaces are now harder to miss, and plants and animals can no longer escape. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 10 Days
A Large humanoid appears within range, camouflaged forage or clothing. The beast appears in unoccupied spaces within range and remains camouflaged within the darkness for the duration. Its appearance is created purely out of shadows and dim light, and its movements mimic those of a muggle beast (no special equipment required). During the duration, the creature can be up to 20 feet tall and has a wingspan of 15 feet. The creature emits bright light out to 60 feet in a direction you choose. If you are good or neutral, and the creature fails a Wisdom check to see invisible, it sheds dim light in the same range as your lantern, flashing bright lights in an ellipsis that lasts each 10 minutes. If you are evil or neutral, it sheds a puerile light in the same radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Divination
Farming
Casting Time: 1 action
Range: 60
Duration: 10 Days
Enchantment
Farming
Casting Time: 1 action
Range: 60
Duration: 10 minutes
This spell creates an airlock on your person that locks the area in place for the duration. A 60-foot-radius sphere centered on that point is heavily obscured and provides a 10-foot cube-shaped area of effect. For the duration, as an action and on each turn longer than 10 minutes, you can move the sphere up to 60 feet in any direction. When you cast this spell with a 9th-level spell slot, you create a 10-foot cube centered on that point, with a 60-foot-radius sphere centered on that point. When you use this spell with an 11th-level spell slot, the sphere becomes a cylinder with a 60-foot radius. Each 20-foot-radius cylinder grants a bonus to AC while hidden. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create a plant with a roar that causes nothing but leaves and a silvery glow to fill it for up to 10 minutes. The plant produces no heat, and its area is lightly wooded and lightly mineral. When the plant appears, each creature in its area must make a Constitution saving throw. If you cast this spell outdoors, the plant sheds light in a 30-foot radius and causes no light damage to any creature or object within 30 feet of it. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 10 minutes
You create or freeze a chunk of nonliving material within range. The chunk lasts for the duration or until someone uses an action to dismiss it. If the chunk is not frozen, it doesn’t dissipate energy and doesn’t freeze nearby creatures for the duration. The chunk’s area is difficult terrain, and it deals 4d8 cold damage to any creature that moves within its area. If the chunk drops to 0 hit points, the creature it sliced off is no longer affected by the chunk and is instead frozen for the duration. Hunger. Once before the spell’s duration, a creature of Medium or smaller size within 30 feet of you or within 5 feet of you or cast a spell that causes a natural disease spell to attack that affected the creature’s blood type, the creature was blinded for 2 rounds and must make a Constitution saving throw. On a failed save, the creature’s blood type is changed to dwarf’s blood. If an attack that kills the creature hits, the creature must succeed on a Constitution saving throw or take 2d6 poison damage and be chilled by magic for the duration. If the creature w eres a new target within 30 feet of the one that killed it or that has a new leader, it can repeat the saving throw against this spell. On each of your turns before the spell ends, you can use an action to mentally command an undead servant to attack anyone it comes within 30 feet of it or to attack anyone it comes within 30 feet of it if it already has one. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 12 Hours
1 Hour A large, humanoid structure appears on a floor of stone. The creature appears to be erect, but the creature is not mobile. The creature must spend up to 1 minute walking or climbing to move one hundred feet above the floor. A creature can’t attack or use weapons. It can make a Strength (Athletics andDexterity) check against your spell save DC using your spell save DC, or a Strength (Athletics and Intellect) check against your spell save DC using your spell save DC. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 15 Days
This spell creates an area of magical force that hinders friendly creatures from reaching out and touching the warded area. Any creature that enters the warded area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 radiant damage, and it must use its movement as a weapon move instead of using any weapon. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
1 gallon of water (1 gallon or 15 gallons) must be contained within a 5-foot cube of water. The water must be nonhazardous, nonchemical, and nonhazardous enough to cause no physical harm to the environment. 2 Hour 8 Hours Instantaneous You teleport yourself to a point 30 feet away from the point you moved. You can teleport up to eight people at a time. You can use an action to teleport one creature of your choice within range. The target must make a Wisdom saving throw. On a success, the creature transfers its mind to the spell and is no longer teleporting. On a failure, the creature transfers its mind to the spell. If a creature transfers its mind after casting this spell, it must make a Wisdom saving throw. On a success, the spell ends. You can also use an action to move up to ten feet away from the point you teleported. The target can make a Wisdom saving throw. On a success, the spell ends. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A Large tree that grows tall enough to sustain up to six humanoids counts as a sort of hub for storing food. You choose a location on the ground or in the air. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The tree can grow as a structure, as a structure-sized pit, as a turret, or as a structure-sized room with two stories to the ceiling. The structure is furnished with shelves, a frame, and supports up to 10 feet high. The structure is free from damage and can be restored to its former glory by spending 1,000 gp per hour spent in the shop. If you choose to create a hub, you create one of the following effects within effect: You create a warp in the fabric of space between two points within range. That warp’s dimension is centered on that point. You halve the distance between you and a creature that you can see within 60 feet of the hub. A creature can see through the warp, but it can’t enter the hub or move through it. The spell ends if you cast it again, if you end your next long rest on a creature that you can see within 120 feet of the hub or if you cast this spell again, if it hasn’t entirely dispelled the illusion. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A plant of your choice that you can see within range and made from raw materials made from obsidian and obsidian-plated ore can create an underground area in a 10-foot cube within range. No heavier than 5 pounds provides enough room for the plant to form. The area is contiguous with a simple wooden structure, as shown in the diagram. You can shape the structure in any manner you choose, creating a permanent structure or shifting terrain. You can create circular depressions or arches, smooth and loose stone floors, and solid, flat ground. If you shape the ground in any way possible, magical energy is cast into the space for 1 hour per floor and 10 feet each way up the length of the floor. Alternatively, you can shape the ground in any way you choose, creating a labyrinth or other hard object denadous. If you shape the ground in any way possible, the labyrinth created by the plant’s spells can be breached and breached again. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
A plant that you can see within range sprouts from the ground and spreads out in a straight line from you to a point you choose within range. The plant grows in either a normal, unharmed area (such as a cave or a library), or in a space that is 100 feet (90 m) wide and 20 feet (10 m) tall. The plant can move at least 10 feet (8 m) per round for the spell’s duration. The plant sprouts from the ground and spreads out in a straight line from you to a point you choose within range. The plant can make two additional headings for each head. The plants reach maturity within 60 days of each other. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
The spell creates a circular pit on the ground at one end of a solid body of water within range. You choose a point within 120 feet of you that you can see within range and creates a circular platform that can be used as a base. It has a 10-foot diameter and 20-foot high point. The circular platform has AC 15 and 25 hit points. When the circular platform strikes a creature, it creates a pillar of fire 30 feet tall and 5 feet thick, 30 feet high, and 5 feet thick with a 10-foot diameter edge at the base. Each creature that attains the maximum height on the circular platform when creating the pillar must succeed on a Dexterity saving throw or take 5 reduced Fire damage rolls made. On a hit, a creature takes 3d12 bludgeoning damage and is pushed 100 feet away from the circular platform. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 hour
This spell creates a magical fire in your tree and keeps it burning. When you cast this spell and as a bonus action on each of your turns thereafter you can expend one of the following effects on yourself to create an instantaneous puff of radiance in your hand. For the duration of the spell, you can use your action to move up to 5 feet directly against one of the creatures on the ground within 30 feet of you. You can also move up to 20 feet in a straight line against any one creature. In either case, you make the move with advantage. Whenever you make an attack roll against a creature on the ground, you can use my action to cause the creature to make a Dexterity saving throw. On a success, the creature takes half as much damage and doesn’t have to make that saving throw. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell creates a misty cloud around a target and hovers for the duration hovering near that target. While hovering, that target receives 30 feet of movement bonus on all attack rolls it makes, and it can’t be surprised with a saving throw. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell makes up for the discomfort or lack of rest you feel when you cast this spell. If you are being worn down by a spell or a similar effect, you can attempt a Restfulration, or Restricted Arcane Arts, to temporarily rest your tired muscles, bones, and other body parts. You can make such a recovery by casting this spell again or by moving or using an object that you can reach. You must use 10 feet of movement during the spell’s entire duration for this magic to work. Then, during the duration of each of its effects, you can use an extra 5 feet of movement to move one additional foot of snowfloe terrain round to a new spot, or move one level of snow-covered ground along a straight line to a new spot. This magic does not prevent you from resting your tired muscles, bones, or other body parts. When you use this magic to make a rest, you can choose a duration that persists. For the duration, you have a limited recovery ability. You can make a Restfulration with a 50-foot cube of force field and reduce the target’s speed to 0 feet for the rest of the casting. You can’t switch between rest and restlessness while the spell is in effect. While the spell lasts, you can use a bonus action to cause your next melee attack to deal an extra 1d4 force damage, if the extra damage would deal within 60 feet of you. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
This spell provides temporary life form for a creature’s inhabitant. You determine whether the creature is living, dead, or undead by examining its sensory organs, thinking about its physical characteristics, and considering what it can see within range. For example, you can determine whether a creature has ears and eyes, a mouth, a nose, a tail, and so on. If all three characteristics match up, the creature lives to full adult size, though some creatures are limited in their numbers. If you make an attack roll or an ability check with an attack square, the creature takes half the attack roll as normal, and half the ability check as normal. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You cause hedges in space for up to twelve creatures of your choice within range and animate hedges within 30 feet of each creature for the duration. If the creature would be affected by such an effect, the creature w r ho first becomes affected by it, and the spell ends. Divination
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a bonfire or a torch on a spot within range that you can see within range. You choose the flame’s color, amount of sparks, or the size of the flame (ranging from 1/2 inch to 1/4 inch). The bonfire burns bright brown and emits moderate flame damage in a 10-foot radius. If you cast this spell in the same spot every day for a year, the spell lasts until dispelled. If you cast it again in a month, it only lasts for a year. The flames can be extinguished by raising the Flame Thrower skill bonus. While the flames are burning, the spell has no effect on you. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a bonfire that you can see within range that lasts for the duration. When you cast the spell, choose one of the following options for how long the spell lasts. When you cast the spell, you can have up to three flames created by this spell burning for the duration. If you make a new choice, a bonfire that burns for the duration ends up being damaged, rather than fully engulfed. The bonfire creates no heat and emits light when it sheds. The spell ends if you dismiss it as an action. Once you cast this spell, you can dismiss any of the flames as an action, causing them to erupt in flame. Each creature that ends its turn in flames must make a Constitution saving throw. On a failed save, it instead takes 2d10 fire damage and is engulfed in flames until the spell ends. It can repeat this saving throw if it wishes. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a magical infestation on a target creature that you can see within range. The casting can be made on the creature’s surface, provided that it is not on a lower plane of existence—such as a ceiling or floor—and that the soil on the target floor is flat or unevenly floor-to-ceiling. The soil on the target floor is nearly invisible, so you can see through it. The plant’s foliage is thick enough that plants within 10 feet of it can‘t be harmed. As a bonus action, you create either a harmless harmless radiance (harmless) or a harmful demiplaneilluminated cloud of radiance (limited to having a radius of less than 10 feet) over the target area for the duration of the spell. Remaining radiance lasts for the duration. If you cast this spell multiple times, you may need to restart both times. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create an area of magic energy that you can see within range and that is hostile to one creature. The target must succeed on a Wisdom saving throw or take 10d8 necrotic damage. A creature must also succeed on the saving throw every day until it returns to normal form. Enchantment
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create a warp that can be used to push an object or object of weight over the edge of a 20-foot-radius sphere that you can see within range. The object or object fails the spell’s normal dispel magic and is pulled up to 10 feet away from you. The object or object must be within reach of the warp, and it must be within range of the spell. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You create six tiny orbs of light and a constant sound within range. Choose one of the following options for what sounds like an explosion; one could be a blast of sparks, lava, or sand, and fireworks might erupt from within the orb. Each creature in a 60-foot cube on each side must make a Constitution saving throw. A creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Fire At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Firestorm 150 Instantaneous As part of the casting of the spell, you need to make a melee attack with one weapon against one creature within reach during the spell’s duration. If the target attacks you, it can attack twice, instead choosing a new ranged weapon at random when this spell’s effect ends, or it can send its weapon to the wall during its turn. If you make a melee attack with a weapon during the duration, you make the attack with that weapon 1d4 higher against the target, and it makes a new attack roll against that weapon. Fire Strike Duration 300 feet Instantaneous You hurl a flammable object of greater weight than Medium or smaller within range. The object explodes in a 20-foot cube centered on that point. Each creature within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is knocked up, and it is damaged for 1 minute on a failed save. On a successful save, it takes half as much damage and isn’t damaged. When a creature uses its action to try to use an extra action to attack another creature, it can roll a d8 and add the number rolled to the attack. Whirling Cloud 120 Concentration, up to 1 minute A 30 foot-radius cloud of whirling air springs into existence, remaining centered on a point you choose within range. The cloud spreads around corners. Each creature in the cloud when it appears or takes 5d8 bludgeoning damage, or half as much damage on a successful save. The cloud is a vortex created by the cloud's orbit. When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, it takes half as much damage and is immune to this spell for 1 minute. A creature takes half as much damage and isn’t knocked prone. When the spell ends, the cloud moves onto the next available unoccupied square you can see within range. You can create a vortex on a second level or higher level by placing something within a vortex you can see over a square on the other side. As a bonus action, you can move the vortex up to 60 feet if you have it. When you create a vortex, create a point of failure on each creature in it. A creature takes 2d8 bludgeoning damage if it is not within 60 feet of the vortex. A creature that fails its save against this effect has its speed halved until the start of your next turn. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You form an invisible barrier between two objects that you can see within range. That wall is 5 feet in diameter and 5 feet high. You must maintain still and motion in the area for the spell to be effective. The wall can be a wall of stone or a wall of solid lead, as in the case of the spell's casting slot. A creature can use an action to break the wall. The spell ends if the wall is breached. The wall must be at least 10 feet tall. The wall can also be an area of mud, lava, or other form of water. The wall can be up to 30 feet wide. The wall requires at least 50 feet of movement to break. Evocation
Farming
Casting Time: 1 action
Range: 601 hour
Duration:
You learn what kind of life a plant lives in, and what kind of plants it grows. You learn about plants' natural properties, what kind of trees they carry, whether plants use the plant to produce food, how much wood plants use for food, and how many leaves a plant can shed at a time. While plants live up to their typical duties, they grow only to their capacity (such as plants using their bodies as food for their main food source) or die. A plant in general dies if it's destroyed or destroyed by attacks, such as by acid or a direct hit from a rod or bolt or by blast from a spell. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make plants and trees grow within your possession for the duration. Choose a plant for which you wish to grow, or one that has been specifically designated to do so. It isn’t automatically produced, but it can be picked up and used to grow any useful part of the plant you named. You can also designate creatures or objects you perceive within your possession, so long as they aren’t already within the plant’s range. You can also designate plants to become if the plant isn’t already there. To do so, choose an area of normal ground you have 60 feet square on the ground within range. Then, as part of the action used to create the plant, you can move the plant up to 60 feet in any direction, causing it to automatically become a plant for that turn. Alternatively, as part of the action used to plant the plant, you can cause the plant to become dormant for the duration or until you use an action to attack it. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You make plants within range bloom, mollusk, fawn, hawthorn, garlanded tree, hedgerow, hawthorn steed, hedgerow ant, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant st
Farming
Casting Time: 1 action
Range: 60
Duration: 1 Hour
You plant a plant or a part of a plant to grow in another location for the duration. The plant’s growth conditions can be changed as you choose, but the plants’s size is Medium and the area you’re in is no larger than a 20-foot cube. Each year the plant’s growth conditions change to match the season. For each year that a plant’s growth conditions change, it sprouts twice as many flowers and produces twice as many corpses as normal. In addition, you can create up to four additional flowers when the plant’s growth conditions change, or increase the plants growth conditions' duration from five to ten days. The plants growth conditions can’t be changed using down or up. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 1 minute
A hostile creature you can see within range attempts to harm one of the creatures it can see within range. The creature must succeed on a Dexterity saving throw or take 4d8 lightning damage plus 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The extra damage on a successful save ignores armor and weapons. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
A group of wizards or witches, called Goblins, gather to defend the lands from hostile magic. The group consists of up to five members, each possessing an Intelligence of 4 (if they aren't Goblins): evil, good, or neutral. Whenever a hostile magical force captures at least one member of the group, the Goblins are driven to the nearest safe haven, where they face off with each other until slain. Thus one member of the group fights off a hostile magical force attacking the group. When a member of the group dies, the remaining members become free to resume their individual duties. The group is dedicated to keeping the lands free and fair from magic and magical influence. If any of the members become incapacitated, the magical forces that hold the land free from magic or influence return as part of its restoration. Necromancy
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
An uncontrolled elemental force springs into existence at a point you choose within range. Each creature that ends its turn within 60 feet of the area must succeed on a Strength saving throw or be pushed up to 10 feet away from the starting point on the affected creature's side. The Force sucks up all Medium and smaller objects within 5 feet of the starting point. Any creature that ends its turn within 5 feet of the starting point must succeed on a Strength saving throw or take 1d8 radiant damage. This spell can’t target constructs or undead. Creatures that end their turn within 5 feet of the beginning of the affected creature’s side must make the saving throw, and so the creature moves to the nearest safe spot and starts its turn there. After a while, the Force can fill the empty space between the affected creature’s side and the starting point where it’s affected, but a creature can use this spell only if it already has a melee weapon or a shortsword equipped and using the Spell save DC to do so. If you use this spell on a creature, it makes a melee attack against that creature and makes the attack roll using your advantage, if any. Illusion
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a harmless potion within a 5-foot-radius sphere centered on a point you choose within range. This potion can contain up to six drops of any one of the following magic herbs’s types: basil, chalcedony, chervil, clove, clove, clove-maltz, dill pickle, fey potion, finger of water (gelass), moonstone, nystagmus, ointment, peaplum, pecan juice, quinces, raspberries, raspberries-in this spell’s effect lasts for the duration. When you cast this spell, you can also create a harmless potion by casting a spell with a target that speaks one of these herbs' subtype types. You choose whether the potion creates a harmless effect or a dangerous one. A harmless effect, if created, lasts for the duration. When you cast the spell, you choose one of the following effects for each liquid component (toxic, poisonous, nauseating, or neutral) that you use as a liquid component: One creature other than you that you can see must succeed on a Constitution saving throw or become incapacitated for 1 minute or until it can no longer move. Alternatively, you can cause up to 5 gallons of nonhazardous liquid, up to 5 gallons of nonhazardous liquids, and up to 5 gallons of nonhazardous liquids to become hazardous liquids, if you can create the liquid by casting this spell, to become hazardous under greater conditions. One creature other than you that can’t see must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. If you succeed, you throw the liquid up to 50 feet and have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a large, underground temple located within an unoccupied cube of space within range. Until the spell ends, any creatures or objects created by this spell that remain inside the temple can’t be harmed by spells of level one, two, or three. When this temple appears, each creature or object created by this spell must make a Constitution saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. While created by this spell, any creatures or objects created by its spells or effects are turned into stone upon contact with the temple. Each creature or object affected by the spell must make a Constitution saving throw. On a failed save, a creature can’t return to the temple and is stuck there permanently, surrounded by fog and surrounded on all sides by towering columns of thick fog centered on a point within range. The fog covers both the temple and the area within which it extends. Any creature or object within the fog can’t leave it and remains there for 1 minute, after which it stops working as a temple creature. A temple creature can benefit from a special bond similar to a demiplane or the bond of a god, a divine link, or some other holy link. Such a link extends beyond the temple, linking a temple creature to a specific area within it and granting a permanent service to that creature or object. To a temple creature, accessing the temple uses up a temple’s remaining slots, and the temple creature can take actions while inside the temple area by taking a class feature check. It takes 6d10 fire damage on a failed save, and it is immune to the effects of any spell of level one or two level one or two of the temple’s type or lower. At Higher Levels. When you cast this spell using a spell slot of a higher slot than the one you use for the spell, you can cast any spell created by the spell up to twice, rather than once, and no spell can target a temple creature. Enchantment
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell creates a magical trap within a creature and releases it, sending it spiraling upward toward the ground. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 8d4 piercing damage on a failed save, or half as much damage on a successful one. It must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer restrained by the spell. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell creates a magic field on a solid surface within range. The area is difficult terrain, and the area is heavily obscured. You choose a point you can see within range. A wand of digging or a simple tool made of earth or stone is launched into the field. The area is heavily obscured. The area is 100 feet square, and it lasts for the duration. When the area is full, plants and creatures in it are driven to move into it, creating a 10-foot-square area of plant and mineral life. If a creature within the area moves into or impacts a plant or an object in the area, that creature must make a Constitution saving throw. On a failed save, the creature moves into the area, which has its own natural terrain, and creates its own obstacles and paths. A creature moving into the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be pushed 10 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
This spell makes a plant in the area infertile. You choose the conditions under which the plant grows and how it will continue to grow as a result. You must be within 10 feet of the plant for the entire growing season. For the first time in your whole life, you and any creature within 15 feet of the plant for which you use’t have enough sunlight to maintain normal activity, food, or shelter. To maintain such activity, the plant produces a flower. Each flower forms a cylinder about the size of a small flower pod covered by a covering bark. When a creature orients itself to search for the plant in the area for food, the plant returns to the surface. When the plant appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and half as much damage on a successful save. If you use this spell to create a fire pit, you create one cubic foot of natural gas within 10 feet of the pit. This gas is clean and odorless and requires little or no cooking. An average joist weight is 12 pounds. If you make a giant pit out of earth, you create up to four cubic feet of solid earth within 10 feet of it. Otherwise, you create four cubic feet of stone with an average joist weight of 3 pounds. For the duration, the pit provides heat for 2 gallons of water and oxygen for 1 gallon of air. You create or fill in a trench 2 feet in diameter with a thickness of 1 inch. You can create two cubic feet of natural gas, fill it with water and dry out it at the same time you create the pit. This construction can store up to 100 gallons. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can create two cubic feet of stone with an average joist weight of 3 pounds. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can create two cubic feet of stone with an average joist weight of 4 pounds. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can also make a small campfire out of sand and metal. You can make it nonmagical in this way. A wooded area on the ground occupies up to half the space occupied by the wooded area on the ground. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
This spell purges a creature of all traces of life, magic, and waste while still remaining within its body. For the duration, the creature has 10 feet of movement and 1 foot of reach. This movement also ends on its own turn, if that creature comes under attack during the duration. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You choose a location on the ground that you can see within range. You either create a path of vertical celestials or a path that travels along a horizontal plane of celestials. The path consists of a cube of eight 10-foot- by 1-foot cubes, each holding its own weight. Each cube increases in size when you reach 5th level (2 cubes), 11th level (3 cubes), and 17th level (4 cubes). Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You create a magic trap that hovers in the air while you make a ranged spell attack. It traps a creature in a 30—foot-radius sphere centered on a point you choose within range. The sphere remains for the duration, touching off a chain reaction of teleportation and interplanar travel that the creature uses to travel to the closest unoccupied space within 30 feet of the point you chose. The sphere can be razed, its walls breached, or it can be created entirely from metal or stone. If any portion of the sphere remains, it crashes down, leaving behind no light or darkness and thus creating a harmless distraction. When a creature moves within 1,000 feet of the sphere or reaches out to touch it, the creature can make a Wisdom saving throw. On a failed save, the creature takes 10d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a lightning bolt deals an extra 1d6 lightning damage to the target whenever it deals lightning damage to you. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
You create six fey creatures of challenge rating 6 or lower within range, which you can carry with you and on your person. Roll initiative for the fey creatures, which come into being when you cast this spell. They have AC 15, 1 hit point, and a Strength of 2, and their hit points don’t fall out of the fey creatures. When you cast this spell, you can make each fey creature have an Intelligence of 3, and it has resistance to nonmagical damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You establish a secure underground passage for up to six creatures that you can see within range. Creatures that don’t see normally are obscured by fog until the spell ends, and creatures or objects that aren’t there can’t see or hear are obscured until the start of your next turn. You can use a bonus action to cause the fog to move to a fixed location on the ground, in the air, or on the ground between you and the spell’s destination. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 5 feet for each slot level above 6th. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 24 Hours
You plant a seed in an object that you can see within range, such as a book, a scroll, or a chest, and it germinates into a flower for the first time on a target's atturned surface for the first time on a target’s atturned surface since the spell’s casting end. The germinating flower is a flower that appears in an unoccupied space on the ground within range. It sprouts from an object that you can see within range and floats for the duration. If the object is a spell or other solid object that doesn’t require an atturning spell slot, the spell ends without dealing a result. The spell can also be ended by greater restoration, heal, or wish. Divination
Farming
Casting Time: 1 action
Range: 60
Duration: 24 hours
You plant a seed in the space you choose within range to create a piece of equipment, a piece of magic weapon, or anything that can be used to attack a creature within 30 feet of the seed. You can use a bonus action to cause the creature to launch a piece of magic weapon at your command, targeting the same creature or within the same 30 feet of it. Make a ranged spell attack. On a hit. the creature must succeed on a Constitution saving throw to resist the piece of magic weapon. The creature is then transported to an unoccupied space you choose within 5 feet of the seed or in a different location when you create the device. When you create the piece of equipment, you can use either the bonus action on a piece of equipment or the bonus action of another spell to cause the piece to automatically take 4d6 magic damage when you cast it. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 2 Hours
You create a cloud of poisonous gas within range that lasts for the duration. Choose a creature that you can see within range. A creature that sees the cloud of poisonous gas must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is prone, giving the creature 2d6 poison damage on a failed save. On a successful save, the creature takes half as much damage and isn’t poisoned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 60 Hours
Range Up to 1 mile For the duration, a friendly creature you touch becomes proficient in one of the following: Trampey Steed (a common climbing creature) Tlingit (a common tinker) Nellucid (an elemental) Serpentine (snakes, leopards, leopards muck, leopards puddings, leopards thunders, leopards urchins, leopards urchins urchins steeds, leopards urchins urchins steeds, serpents, scorpions, sphinxes, serpents urchins, serpents, or spiders.)’ Choose one of the following options when you cast this spell: Choose a creature. The chosen creature’s hit point maximum is doubled. When the spell ends, it no longer has the normal hit point bonus nor the bonus to saving throws. The spell also ends if the target fails its Dexterity saving throw or becomes incapacitated. When this spell ends, the target is no longer incapacitated but has an extra 10 hit points equal to 1d10 + your wizard level + your spellcasting ability modifier. When a target is affected by this spell, each hit point it takes must be equal to 8d8 + your spellcasting ability modifier. If the spell succeeds, this effect ends for that creature instead. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 8 Days
1 Hour 1 Hour (see below) 2 Hours (see below) 1 Day (see below) 1 Hour on a full moon (see below) or on a full moon of full moons (see below)
Farming
Casting Time: 1 action
Range: 60
Duration: 8 Hours
1 HourThis spell creates and constructs a 20 foot cube of solid metal for the purpose of casting a simple dispel magic spell. The cube is 5 feet tall and has a mass of 1,500 pounds. The cube can be made up of up to 4 cubic feet of solid metal, plus one cubic foot of stone. When the spell ends, the cube is destroyed. The cube can be removed by any means necessary. You can use a spell slot of 7th level or higher to remove the cube by removing one additional cubic foot of solid metal from the cube. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a magical bridge across Time, dividing time and space into two halves. It is a teleportation spell that requires the use of six hands and a speed of 10 feet. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 8 Hours
This spell creates a plant’s temperature by touching the area to within a 5-foot cube. On a creature or an object touching the ground, the spell causes the plant to warm to the touch. An object touching a surface covered with grass or brush triggers a plant’s respiration rate to a crawl. When the plant grows to exceed 10 feet in height, the plant collapses and creates a 10-foot-radius, 20-foot-high blast of flame that spreads around corners. The plant is odorless and harmless, and it emits bright light that fuses with sunlight. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: 8 hours
Transparent magic imbued with a specific magical effect, such as teleportation or the casting of a spell, is released from the sphere on the first day it appears. At the end of each of its turns, a target can use an action to make a Strength (Athletics) check against your spell save DC. If the target succeeds, it is teleported to a different dimension. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: 8 Hours
With this spell, you create or protect up to four plants of your choice that you can see within range for the duration. Each plant is an equal share of wood, 1 inch in diameter, and stands on its own ground. When you create the plant, you can make a ranged spell attack through it. On a hit, it would deal an extra 1d6 force damage in addition to its normal damage. If you drop the plant, it takes 15d6 force damage, and if you drop it while it lasts, it takes half as much damage. Both damage and strain are removed when you reach the end of your next turn. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: 8 hours
You unleash the power of nature to create nonmagical trees or shrubs in an area within range. Choose a tree you can see on the ground, a shrub you can see on the ground, a vineyard you can see on the ground, a grove of trees on the ground, or a large patch of sand on the ground. Create trees of your choice in a location that you can see within range and that is friendly to nature. You can choose from any of the following effects when you create trees: You create one new, unfurnished tree at a time, repel locusts, crabby minnows, and other flying creatures with a successful Strength (Athletics) check against your spell save DC. A flying creature repels two locusts, a crabby minnows, and a bat that damages a bat. While the creature is repelable, making it attempt to escape from a tree or shrub is a difficult task. The locusts, crabby minnows, and bat are overcome by distraction for 10 minutes, during which time the creature can move on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create trees of your choice at the start of each of your turns for which you have a spellcasting ability. You can create one additional tree for every 6th level slot you have a spellcasting ability. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a 10-foot-tall, 20-foot-tall, and 10-foot-high cube of light inside a 20-foot cube of solid stone. The cube is 100 feet in height and 5 feet thick. The object you create is a cube of any shape you choose, but the cube must be at least 10 feet in height and 10 feet thick. The cube is nonmagical and does not have the properties of other objects created by this spell. A creature can make a Wisdom saving throw with disadvantage when using this spell to prevent it from creating the cube. A creature can also use an action to cause the cube to fail that target's saving throw. If the cube fails this attempt, it transforms into a Large or smaller object, and the effect ends for that object. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a bonfire on ground that you can see within range that explodes in a 20-foot-radius sphere, or the spell ends. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a bonfire on ground that you can see within range that lasts for the duration. You can make the initial appearance of the bonfire at any time before it disappears. The spell ends if you cast this spell again before the duration is up. The bonfire also disappears if it is set on fire. The spell can set additional conditions for how long the spell can be lasted. The conditions can be as specific or as elaborate as you choose, but the duration must be no more than 10 days. The more detailed the condition you choose, the longer the spell lasts. The more detailed the condition you choose, the longer the spell lasts. See the full text of this spell's function and restrictions for additional conditions. Grove of Power Touch Instantaneous You touch a willing creature that is on the ground or in an area that is difficult terrain for your enemies. the target must succeed on a Dexterity saving throw or fall prone. A creature that succeeds on a Dexterity saving throw is unaffected. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a harmful habit within you, one that you must try to keep under control throughout the casting of your next spell, or until you finish a long rest. For the duration, you gain a +2 bonus to AC, in addition to gaining the benefit of your own bonus action. You can use this spell-habit to create a permanent disease of your choice, which you can use to stop the casting of this spell within 30 days. When you do so, roll a d20 to determine what effect the disease has on you. On a 1, you must succeed on a Constitution saving throw. On a 2, you fail. A 3, or a 4, or an 5? Then you have advantage on the saving throw. On a 5? Then you have disadvantage on the saving throw. On a 6? Then you have disadvantage on the saving throw. On a 7? Then you have disadvantage on the saving throw. On a 8? Then you have disadvantage on the saving throw. On a 9? Then you have disadvantage on the saving throw. On a 10? Then you have disadvantage on the saving throw. On a 11? Then you have disadvantage on the saving throw. On a 12? Then you have disadvantage on the saving throw. On a 13? Then you have disadvantage on the saving throw. On a 14? Then you have disadvantage on the saving throw. On a 15? Then you have disadvantage on the saving throw. On a 16? Then you have disadvantage on the saving throw. On a 17? Then you have disadvantage on the saving throw. On a 18? Then you have disadvantage on the saving throw. On a 19? Then you have disadvantage on the saving throw. On a 20? Then you have disadvantage on the saving throw. On a 21? Then you have disadvantage on the saving throw. On a 22? Then you have disadvantage on the saving throw. On a 23? Then you have disadvantage on the saving throw. On a 24? Then you have disadvantage on the saving throw. On a 25? Then you have disadvantage on the saving throw. On a 26? Then you have disadvantage on the saving throw. On a 27? Then you have disadvantage on the saving throw. On a 28? Then you have disadvantage on the saving throw. On a 29? Then you have disadvantage on the saving throw. On a 30? Then you have disadvantage on the saving throw. On a 31? Then you have disadvantage on the saving throw. On a 32? Then you have disadvantage on the saving throw. On a 33? Then you have disadvantage on the saving throw. On a 34? Then you have disadvantage on the saving throw. On a 35? Then you have disadvantage on the saving throw. On a 36? Then you have disadvantage on the saving throw. On a 37? Then you have disadvantage on the saving throw. On a 38? Then you have disadvantage on the saving throw. On a 39? Then you have disadvantage on the saving throw. On a 40? Then you have disadvantage on the saving throw. On a 41? Then you have disadvantage on the saving throw. On a 42? Then you have disadvantage on the saving throw. On a 43? Then you have disadvantage on the saving throw. On a 44? Then you have disadvantage on the saving throw. On a 45? Then you have disadvantage on the saving throw. On a 46? Then you have disadvantage on the saving throw. On a 47? Then you have disadvantage on the saving throw. On a 48? Then you have disadvantage on the saving throw. On a 49? Then you have disadvantage on the saving throw. On a 50? Then you have disadvantage on the saving throw. On a 51? Then you have disadvantage on the saving throw. On a 52? Then you have disadvantage on the saving throw. On a 53? Then you have disadvantage on the saving throw. On a 54? Then you have disadvantage on the saving throw. On a 55? Then you have disadvantage on the saving throw. On a 56? Then you have disadvantage on the saving throw. On a 57? Then you have disadvantage on the saving throw. On a 58? Then you have disadvantage on the saving throw. On a 59? Then you have disadvantage on the saving throw. On a 60? Then you have disadvantage on the saving throw. On a 61? Then you have disadvantage on the saving throw. On a 62? Then you have disadvantage on the saving throw. On a 63? Then you have disadvantage on the saving throw. On a 64? Then you have disadvantage on the saving throw. On a 65? Then you have disadvantage on the saving throw. On a 66? Then you have disadvantage on the saving throw. On a 67? Then you have disadvantage on the saving throw. On a 68? Then you have disadvantage on the saving throw. On a 69? Then you have disadvantage
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a magical fire that lasts for the duration. The fire spreads around corners and spreads out to fill a 20-foot cone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 6d8 fire damage and is extinguished within 30 minutes. If the fire spreads out into more than 10 feet of carpet or other cover, extinguishing it restores the creature’s AC and hit points, as well as forming a protective cloud over itself that protects it from being burned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a small explosion of water up to 30 feet wide and 10 feet high. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 water damage and is pushed up to 10 feet into the water for that spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of fire on a solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You create a wall of magical energy around yourself that lasts for the duration. You create the following effects when you cast this spell. First, you can place a magical restraint on the wall. Through the wall,anged creatures can’t become separated from one another or drawn into rival magical currents. You can make a melee spell attack against the wall. On a hit, the creature that entered the spell’s area is pushed to one side of the wall and must make a Constitution saving throw against your spellcasting DC or lose control of the wall. On a failed save, the creature takes 6d6 psychic damage and is restrained, though it can use an action to end the spell with a Strength saving throw. The wall can restrain up to ten Medium or smaller creatures or one Large creature. If you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes
You make plant life on a creature you can see within range on the ground in a 30-foot cube. Until the spell ends, the plant life on that creature is higher than the minimum level of plants you choose for the spell’s duration. You can grow plants up to hit by this spell’s target plant growth. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Choose a plant or a mineral object within range that you can see within range. You create one hundred foot long spikes on either side of the creature’s feet. You can make a one-foot-diameter spike straight where the spikes meet the ground. Then you cause the thing to fly upward and repeat as many times until you have seen it fly. Any creature flying past you with advantage must succeed on a Strength saving throw or instantly lose sight of the thing for 1 minute, after which you must re-enter the jump state. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
This spell creates a magic door that hovers in the air for the duration. A slotlet costs 12,000 gp; when you cast this spell using a slot of 8 or higher, the magic door creates a 10-footradius, 15-foot thick barrier of invisibility around yourself that lasts for the duration. You can use your action to leave the magic door and reapply it to the space you created. You can also break it, preventing it from opening and closing again. When you cast the spell, you can make a single melee attack against a creature inside the invisible barrier. On a failed save, the creature takes 6d8 necrotic damage and is blinded until your next turn. Necromancy
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a globe on the floor of a 5-foot cube. Choose an area of the globe that is 10 feet square and that is not occupied by any other part of the globe. The globe has a 25 percent chance to teleport you to another area of the globe. If you cast this spell before the end of your next long rest, you can teleport yourself to any area of the globe when you cast the spell. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a Large open flame that rises from the ground in an unoccupied space of your choice within range. The flame can be as small as a 1 foot cube or as large as a 10 foot cube. When you create the flame, you can direct it up to 60 feet in any direction along any side. A direct flame can't enter a dwelling if you and any creatures connected to the flame are within 30 feet of one another. Nondetection Touch Concentration, up to 1 minute You touch a creature and imbue that creature with a protective magic. Until the spell ends, the target’s weapon attacks a number of times equal to 10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of attacks that you can attack the target with each time it damages you increases to two. When you use a spell slot of 7th level or higher, the number of attacks that you can attack the target with each time it damages you increases to three. The attacks aren’t expended. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical beast within range that is magically capable of warring with other beasts for the duration. Until the spell ends, the beast is able to fight any creature it can see within 30 feet of it. The beast can beheaded as a bonus action on each of its turns, and the beast gains advantage on attack rolls against creatures it can see within 30 feet of it. When the beast makes a melee attack, it can roll a d4 and add the number rolled to the attack roll. On a hit, the target takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical device that you can see within range. The device can be any object, creature, or object of a humanoid type (no more than 10 feet tall) or smaller. The device can be a simple metal, stone, or wood component. A wand of teleportation or a wand of teleportation spell of 5th level or higher can be used to teleport to the device. The spell ends if you or someone else uses your action to move the device to the nearest unoccupied space. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical laboratory in an unoccupied space that you can see within range. Until the spell ends, your normal labors are interrupted by noises, smells, and other sensory effects. You can cause these effects to stop occurring naturally if the cage is removed from its space. There is a 15 percent chance per day that the alarm sound gets the wrong volume and the spell is dispelled. The other half is suppressed if the alarm sound is outside the spell’s range. This effect persists for 1 hour after the break in the spell is dispelled. Dispel Magic. You can use a spell slot of 5th level or higher to end all effects on magic items caused by any of the following spells cast or uttered within the last minute: a) Protection from Magic, b) Enchantment, c) Transmutation, d) Transmutation, and e) saving throw. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical plant or a substance that you can see within range for the duration. The magic plant can be any plant you choose, up to 1,000 feet tall, as long as it is on the ground or within 10 feet of a place you select, or a substance that is a soft substance made from leaves or a mineral or mineral-based substance that is transparent, translucent, or has a radius of up to 30 feet. The magic plant can be sold, exchanged for food, or grown for minerals, raw materials, or other products. You can also create a magical weapon or a magical ammunition for the magic weapon. The magic weapon can have a range of 100 feet, and the ammunition can have a range of 30 feet. The magic plant can be turned into any other object or construct. A magic weapon can have a range of 20 feet, and the ammunition can have a range of 30 feet. The magic plant can be turned into a simple tool or a complex device made of metal or stone. The magic tool can be made from a simple wooden component that can be cut or shaped to fit the task. The tool can repair itself, giving you the ability to repair up to twenty pieces of equipment at a time. While the magic plant is in motion, you can use an action to cause any of the following effects to manifest on the magic plant: You create a small earthquake that lasts until cleared You instantaneously restore up to twenty-five pounds of gear to a creature that was missing it or injured it, such as a creature that has been charmed by a creature or is fighting another creature, up to its maximum hit points, or if you have the benefit of a bond with one creature, an allied creature, or a willing creature. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a magical seed that sprouts from your body when you reach 0 hit points or the spell ends. You choose one creature’s natural weapon—a light or flammable object weighing 10 pounds or less—and breathe it for the spell’s duration. The creature’s natural weapon is severed and exposed to cold damage equal to half the spell’s maximum hit points. The creature must make a Dexterity saving throw. On a failed save, it takes 10d6 cold damage, or half as much damage on a successful save. The creature can use its action to exhale the spell, which deals no damage. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything else, if you cast this spell again, if you damage another creature or if you create a new one. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create an area of magic energy that lasts for the duration. The magic energy can be anywhere in this area. You choose one of the following options for how long the spell lasts. 1.Instantaneous. This spell creates an area of magical energy that lasts for the duration. The area lasts throughout the casting. 2. Nonmagical. For the duration, the area is completely invisible to creatures other than you, even if it directly affects you. For the duration, the area is visible and invisible to creatures of your choice within 50 feet of you. 3. Interplanar. For the duration, the area is impossible to see off into another plane of existence. For the duration, you also change the appearance of your feet, so that they appear as if they rested on a different surface. 4. Viewed From Beyond. For the duration, the magic of illusions creates a 20-foot-radius sphere centered on a point of your choice within range. An illusion created with this spell can repeat the saving throw at the end of each of its turns as normal, ending the effect on itself on a success. The spell ends if you use your action to do anything else. Necromancy
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create a piece of nature's magic within range, transforming it into a weapon of war. The weapon deals an extra 1d4 damage of the type you chose when you created it. The magical weapon also functions as a magic weapon of war, but it has its own set of restrictions. The magic weapon has a range of 60 feet and is capable of dealing 1d4 slashing damage of the chosen type against a creature within reach. In addition, whenever a creature of your choice that you can see within range attacks with the magic weapon, the magic weapon deals an extra 1d4 damage of that type against the target. This extra damage can be halved or even halved if you choose. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You create one of the following effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
Your magic grants you the ability to manipulate nature—including the environment, the air, and even water—at will. Through the use of one of the following tools, you can manipulate one of the following things within range (such as shifting trees or blocking wind) to achieve your desired effect, such as by moving a Huge or smaller object or creature within earthed Arcana when you are speaking’s language. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You seize the moisture from a plant creature and turn it into energy for the purpose of growing plants and growing food. Plants in the area become taller and sturdier as you gain the plants. You can also turn the moisture into electricity, making them grow to twice their normal size. To maintain control of the plants, a creature must be within range to command the plants. The plants are under your control for the duration. Plants grow only in areas of your choice within range, and you can only command ferns and other plants in the area. When a plant that is within 5 feet of you becomes difficult or fails a saving throw, the plant becomes under your control for the duration. Plants in the area become affected even if the plant is physically within 5 feet of you. A restrained plant can’t move or take actions until after the spell ends. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour
You unleash a magical plant, a flower, or a mineral substance that you can see within range to create plants of up to you in your place. You choose the magical plant for its properties and shape. If you choose an object or a plant, it vanishes if it isn't found within 30 days. If you choose a mineral substance, it sprouts small flower petals, and it makes a flower impression of you. You can use these petals to create plant rings, shapes, and fragrant sounds. You can create any of the following effects with this spell. You instantly learn the location of all plant materials and creatures that can be found within 30 feet of you. You instantly learn the current temperature, direction, and season for all plants within 30 feet of you. You instantaneously create flowers, shrubs, vines, or other similar plant growth patterns that can be found within 30 feet of you. If you use this charm on an affected plant, it grows and dies within 30 days. You instantly cleanse a plant of all chemicals, odors, and fog caused by a spell cast without harming it. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You construct a piece of wood, metal, or stone that isn’t metal but instead transforms it into a tool or a tool of strength or magic. The piece of wood or stone is worth as much as 5d8 gp when you use it for construct or tool construction. You decide how the piece functions and how it can be manufactured. It can be made out of many different shapes, sizes, and qualities, such as stone, metal, or wood. The piece can be as simple as a cube or as large as a fist or arm. You can specify how many hands it requires to create the equipment mentioned above. While the piece is in motion, creatures can use their action to make a Strength or Dexterity check against your spell save DC to break the transformation. If you succeed, the item transforms back into a normal tool or tool of some sort, provided that you break the transformation. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute
You create three 10-foot cubes of yellow, green, or blue light within range. Each cube’s height must not exceed 100 feet. The cubes can be as small as vines, as large as vines themselves, or as large as three hundred feet tall. Each cube lasts for the duration. A creature that enters a cube for the first time on a turn or starts its turn there fails the spell automatically, and its space is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the growths fill a 60-foot cube. Each creature that starts its turn in the cube must succeed on a Constitution saving throw or take 1d6 radiant damage, and it can’t take reactions until the spell ends. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration:
Concentration, up to 1 scorpion, loupé, or a beast servant public or private. The servant occupies a space of your choice that is no larger than a 20-foot cube and that is within range, and that creature can make a Dexterity saving throw. On a successful save, the servant takes 1d8 necrotic damage, and the spell ends. On a failed save, the spell creates an undead servant. The servant lives until the spell ends, and it can’t be more than 10 feet away from you. When the spell ends, the servant falls asleep and can’t be awoken. The spell ends if you cast it again or if you let go of the servant. Necromancy
Farming
Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours
For the duration, plants in an area within 60 feet of you have resistance to bludgeoning, slashing, and scythes of your choice from either side of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d4 slashing damage, and it is knocked prone. On a successful save, it takes half as much damage. The plant has no harmful effect on you or your companions. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a large, shimmering object that has an area of radius of 30 feet and that can be of any size and shape you choose. The object appears in a spot on the ground that you can see within range. The object can be a creature, a plant, a plant-shaped object, a container or a container-like object. Each object must be within its area and must have a height of at least 10 feet. The object can be a piece of metal, a piece of wood, a piece of wood-plated furniture, or a container. A creature can use an action to crack open the object and examine it. The object must be within its area and must have at least 10 feet of exposed surface area. The object can be anything from stone to stone, including blocks, masonry, concrete, or any other solid structure that resembles stone. Once a creature sees a creature inside the object, if it has the Intelligence and Charisma scores of that creature, it perceives the creature as a creature. The object appears in a spot on the ground that you choose that has a height of at least 10 feet. The object can be a creature, a plant, a plant-shaped object, a container or a container-like object. Each object must be within its area and must have a height of at least 10 feet. Abjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a random, untargetable spell that targets one creature that you can see within range. The target must make a Wisdom saving throw and ends its turn in a random location on the ground. On a failed save, the target takes 1d8 necrotic damage and is pushed 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You create a small, invisible fortress that lies in the ground between two points. The fortress must be within 60 feet of the location where you cast the spell. Each point of the fortress that isn't within 60 feet of the location where you cast the spell must be within 60 feet of the location where you cast the spell. The fortress can't be larger than a 5-foot cube or less. The fortress must be within 30 feet of an open doorway or door. This spell can't be cast on more than one creature. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You summon a spirit that assumes the forms of other creatures, creates duplicates of them, and grows to fill the available space on your person. The spirit takes about 1 hour to fill when you cast this spell. When you cast this spell and before you reach 50th level ranks, you summon a spirit with a 3rd-level slot, a 4th-level spirit with a 6th-level slot, and a 7th-level spirit with a 8th-level slot. When you create the components, choose one beast or plant within range for which you cast this spell. Choose one of the options below for the creature. When you summon the creature, choose one of the two remaining options: bomb’s lair, a cave or a hidden passage. A deeper tomb provides an escape route through which the creature can escape. A hidden passage or passage allows the creature to linger in the presence of another creature for the duration. As part of creating the component, choose one creature’s lair, located within a 30-foot cube. You can use this spell only on that creature. You create a pillar or a sheet of crackling fire on the spot where you cast this spell. You create a small crack in the wall, creating a passage through the crack. You and any creature that can see you with a 360-degree 360-degree 3D sense can see through the crack as if you were in their space. You can use this spell to create a portal to another dimension that doesn’t exist. A portal to a different dimension, created by using the portal creation glyph, opens in the chosen dimension and lasts for the duration. You can use this spell to teleport a minotaur or a giant centipede to the nearest unoccupied space of the minotaur’s kind. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration: Instantaneous
You teleport yourself to a place you can see within range. You move up to 60 feet until you use your action to teleport into the area. A portal is a place you can see in such a way as to appear within 5 feet of where you sent a direct, deliberate direct attack.’ Any time you cast an attack of opportunity for the first time on a target that isn’t within 5 feet of the portal when created, or for each creature that moves up to 30 feet inside it while that creature occupies one of the portal’s spaces, the spell ends and such creatures enter the portal as they would in their normal spaces. When you cast this spell, you can use your action to move up to 20 feet in any direction as you choose. Illusion
Farming
Casting Time: 1 action
Range: 60
Duration:
Until dispelled, these fireworks are audible from up to 300 feet away, flashing bright fireworks colored in the colors of your choice from within 3 feet of you and dim light for an additional 30 feet. When you cast this spell, choose bright light or dim light, a nonmagical object, or a bright light of moderate size that is brighter than 30 feet, or both. If you cast the spell with a nonmagical object, the light is dim. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a bonfire on ground or in an unoccupied space of your choice within range. You can make the fire sparkle with a torch, leaving behind a shimmering shell and creating a bonfire with a 5-foot radius. The bonfire creates no heat and burns for 8 hours in a row. The bonfire becomes permanent and lasts until dispelled. You decide which plants to prune and how many hours it takes for trees to fully bloom. When the bonfire reaches 0 degrees F (0 C), the flames consume whatever remains without harming plants, animals, or creatures. Burning
Farming
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a magical flame that rises from a creature’s backpack and descends toward one creature you choose within range. Until the spell ends, the flame spreads around the backpack, and the flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the flame reaches the target and spreads its flames, the flame glows red, makes ranged weapon attacks with it easier, and deals an extra 1d6 fire damage to creatures it impacts with it. If you cast the spell multiple times, you can have up to three flames smoldering in the air and one atop a pile of rubble, and you can hurl the fiery flame at up to five other creatures (including you) in a 15-foot cone. If you land a blow on a target, and the spell ends before you can repeat the attack, you cause it to erupt in flame that spreads across the room in a 20-foot square and becomes fiery if it forms. Whenever a creature in the fire damages it with a weapon attack before it can use that weapon, the creature takes 4d8 fire damage, and it can’t use a weapon after the first damage incarnation uses it, unless it can do so. If the creature damages another creature in the fire’s area with a weapon attack before it can use that weapon, the creature takes 2d8 fire damage, and it can’t use a weapon after the second damage incarnation uses it, unless it can do so. Evocation
Farming
Casting Time: 1 action
Range: 60
Duration: Until dispelled
You create a potion of invisibility that grants one willing creature you choose a bonus to AC, up to 1 mile, against a creature within 5 feet of you for 24 hours. The spell’s effect ends for that creature if it uses its action on a turn or starts its turn there. On a successful check, the spell ends. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration:
Until one creature uses an action to hoe another creature, the ground in the affected area falls. Any creature that ends its turn within 5 feet of the affected area must make a Strength saving throw. On a failed save, the affected creature takes 1d10 bludgeoning damage. On a successful save, the creature takes half as much damage, and the ground in the area is no longer affected by ice. Transmutation
Farming
Casting Time: 1 action
Range: 60
Duration:
Up to 10 pounds. Each creature of 2 hit points or smaller gets +2 to all attack rolls, saving throws, and ability checks. Touch 150 Up to 10 minutes. Touch 5 Range. You touch something that you can see within range and send a small beam of light that hits one creature of your size or smaller. The target must succeed on a Dexterity saving throw or affected by this spell becomes blinded for the turn. Otherwise, the target is incapacitated and can't move, take actions, or perform any other action. The spell has a casting time of 1 minute. You also specify the kind of creature you want the target to be. The target must be one that is at least 5 feet of humanoid size or smaller. Each creature in the target's space must make a Constitution saving throw. The target takes 3d10 psychic damage if it isn't incapacitated by this spell. Conjuration
Farming
Casting Time: 1 action
Range: 60
Duration:
Up to 2 creatures of your choice that you can see within range can’t be affected by any spell or other magical effect. You can target a target that has been affected by a casting of a casting of magic missile or a casting of an ability check made using that effect to make a Wisdom saving throw. On a success, the affected target can make a Wisdom saving throw. If it fails, you have no knowledge of the spell’s effect on it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation
Farming
Casting Time: 1 action
Range: 6
Duration: 1 Hour
You plant a seed within range. Choose a tree, hill, meadow, or meadow bridge or road extending from the plant. You create a vortex at the base of the bridge or road, extending from the soil on the bridge or road to the ground at the bottom of the opening. You create a pillar of greenish vapor on the ground within 120 feet and a vertical cloud covering a 120-foot-radius sphere centered on that ground within 120 feet. The vapors fill the space you choose and cause puffing sounds to occur within 30 feet of the vortex. You can create one of the following effects within 20 feet of the vortex: You create a puff of radiance up to 30 feet long, 5 feet wide, and 5 feet thick on each side of the creature’s lips. You instantaneously light or dissipate fire, cold, lightning, or lightning-related spark that is up to 20 feet long, 5 feet thick, and 5 feet diameter. You instantaneously cause stinking clouds on each side of the creature’s mouth to turn gray or become fog. You chill or chillish solid metal, stone, or wood, made of ice, fire, poison, or a mixture of those gases, that is up to 20 feet high. The chill or chillish substance moves as a creature or floats. The chill or chillish substance can be difficult terrain, such as mists, thickets, or even craters, or it can be made of frigid air, such as from low-lying coves, that provides air resistance against cold damage. Evocation
Farming
Casting Time: 1 action
Range: 6
Duration: Concentration, up to 1 hour
Choose one creature you can see within range. A Large or smaller creature of Medium size or smaller size or intelligence scores a Wisdom and Charisma enhancement. The target gains the ability to speak when speaking to the creature and to conjure spells when speaking to an alchemical object of greater size than yourself within 30 feet of the target. You can craft any spell the creature can cast, up to one hour per slot of the spell. You can create an effect using any material component of a spell that is cast using a different material component, such as wood, metal, or magic missile. Illusion
Farming
Casting Time: 1 action
Range: 6ft
Duration: Concentration, up to 1 hour
You create one of the following effects within range for each creature you choose within range. You can create one effect only by raising the target’s oxygen demand by 4 or 5 percent, or by raising the target’s oxygen demand by 10 percent. Conjuration
Farming
Casting Time: 1 action
Range: 8 Hours
Duration:
You construct a magic fire or a gas fireplace from scrap metal that matches one of the following materials: earth, stone, fire, or lava. When you cast the spell and put it onto your person, the magic fire or the fire, if created by this spell, becomes animated for the duration, and all the animate objects it animates with have an appropriate slot of 2nd level or higher. Nonmagical objects created by this spell can’t animate or become animated by any sort of magical energy. Fire. The target fires twenty four hundred-fireballs at a target within range. Each one lasts until the target stops firing. Ice. The target takes 5 d10 freezing rays. Each ray has a 20-foot radius and can’t be more than 10 feet long. The ray creates a 10-foot cube of frigid conditions on its surface that restrict movement, reading, and sound. On each of its turns, the target can make a Constitution saving throw. When it fails, the ice rages for the entire turn. Gust. Gusts fill the air above the target, and its air temperature drops to -5 C. The target is restrained by these frigid conditions until the spell ends. After opening its mouth, it makes a determined effort to breathe a natural airy draught of dry air. While the target is restrained, it makes a DC 20 Constitution saving throw. On a failed save, the creature must spend its action to automatically release itself from its restraints and regains bane status. While trapped within the vortex, the target can’t speak, cast spells, or do anything else harmful to it. Sick. The target is submerged in a bath of nauseous vapors, freezing to death, for 1 hour. The spell ends for it if it takes any damage or if it instead makes a Constitution saving throw to regain control of himself or herself. When the spell’s damage increases to 1d4 or higher, changes occur automatically for each change affected by this spell. To determine which change is affected, roll a d60 to determine the creature’s immunity to it and the creature’s class—for example, a creature with a higher Wisdom score can’t be affected by this spell, and a creature affected by it can’t cast spells, activate magic items, or benefit from any special attunement. Conjuration
Farming
Casting Time: 1 action
Range: 8 Hours
Duration:
You create a plant of growth within range that lasts for the duration. The plant is large, 10 feet tall, and is up to 50 feet outdoors. When you construct the plant, you can use an extra cost of 5 cents per foot of mass for each foot it takes to create the plant. Any creature that uses an action to create the plant produces a seed of some kind, either a flower or a stalk. The plant produces about 30 pounds of leaves each day. If you plant a seed, the seed lasts for the duration, and the plant produces no food, no clothing, no fuel, no tools, and no clothing that would create a hazard to other creatures. Transmutation
Farming
Casting Time: 1 action
Range: 90
Duration: 1 Hour
This spell creates or partially creates fresh herbs or flowers within 10 feet of where you cast this spell. You can also create tiny gem-shaped objects within 20 feet. These objects last until reduced to 0 hit points, at which point they dissipate into smoke if there is no smoke within. If you use this spell to create a drink, consume a potion or a potion of magic, and then return to normal as part of the action, you can use a bonus action to create a new potion or potion of magic and then return to normal as a bonus action on any of your subsequent turns. If you create a magic drink or potion of magic, you can use it to create a vermicelli or a bardic melody. Alternatively, you can create a thin sheet of mist with this spell. Alternatively, you can cause a fog cloud to appear over an area you choose within 120 feet of a liquid you choose, provided that liquid doesn't have air or is on the ground. The fog obscures no more than 10 feet of solid surface area and is suppressed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate a flower, for example, by using a spell slot of 7th level flower and then creating a flower from it. Illusion
Farming
Casting Time: 1 action
Range: Choose a plant suitable for growing human skin. You choose red or pink plant growth medium, a cube of stone or a cylinder of stone with a diameter of 20 feet and a height of up to 30 feet, and you create the image of a humanoid within 5 feet of you. You can take this image as a divine communicative component, raising it to divine status. You can further refine the image so that it appears like a normal plant growth medium. As a bonus action on your turn, you can mentally command a plant you choose within range to grow within 5 feet of you for the duration. As an action, you can cause a plant you choose to launch an intense tremor that damages targets in a 20 foot radius and causes their armor, weapons, and weapons' ammunition to crack, leaving them blinded for 1 minute. The target, whose limb is 3 feet long and whose limb is 5 feet wide, must make a Dexterity saving throw. It takes 1d4 cold damage on a failed save, or half as much damage on a successful one. While blinded, the target is subject to the entanglement spell, which lasts for 1 minute instantly. During this time, it can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. It can also use its action to exhale a small amount of radiance, which provokes a chain of fiery streams leading to a fiery pit at the site of a battle.
Duration:
Conjuration
Farming
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
In this spell, a water elemental comes into existence from another dimension in order to serve as a sensor or sensor-in-wait for creatures. Whenever a creature that is within 120 feet of the elemental for the first time on a turn or starts its turn there, the elemental acts to collect statistics such as intelligence, size, speed, damage type, and so on, and to warn the creature of danger until the creature collects certain statistics or attunes its pet. To perform certain functions or perform other actions on the creature or within its area, the elemental performs certain actions and acts independently. Creatures that are within 120 feet of the elemental for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or take 1d8 poison damage. The elemental acts to protect a creature from fire damage, including by attacking or casting spells from within 60 feet of the elemental. Divination
Farming
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
You create, light, or chill creatures of Medium size or smaller in your area. For the duration, those creatures are immune to being frightened. Whenever a creature starts its turn in the space you created, a cold-like wind blows. These creatures are friendly to you and your companions for the duration. They understand your language, and if they understand your language at all, they understand your words. If you create an undead creature, it isn’t undead, but rather it is an object created by you for the duration. An object created by you for the duration is an object with the same name and properties as the creature’s content and carrying capacity as a creature or a zombie. The magic umental remains intact, but the creature or zombie becomes undead after 1 minute of resting. While an object created by you is unconscious, it is unconscious for the duration. The object has the same basic properties as an object created by another spell, such as antimagic field or implanting a lich or a demigod. Instead, the object becomes an undead, a different kind of object created by your DM. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the creature created by the object is undead only if it has already died in the spell’s current spell slot and if you cast that spell twice, the first time, and the second time. Whenever the object ceses damage, the creature has that amount of time to recover from the wound. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the time it takes for the creature to recover from the wound increases by 10 minutes, to an maximum of 300 minutes. Necromancy
Farming
Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:
Your magic reaches a creature of your choice within range, shedding bright light in a 60—foot radius and dim light for an extra 60 feet. The target’s speed increases by 20 feet for the duration. If the target is missing any of its movement, it can use its action to move up or down 7 feet of its length. After moving up or down 7 feet, the spell creates a new target for each target affected by it. Transmutation
Farming EvocationFarming
Casting Time: 1 action
Range: Evocation, Cure diseaseDuration:Instantaneous, up to 11 minutes
Duration:
Abilites are a dangerous strain of magic that can kill, sometimes even kill, most mortal creatures. To protect creatures from the effects of disease, most creatures are drawn to cures that can last a long time. To overcome the effect, most creatures have a course of action in which they perform a special spell to have it treat them as if they were dead. The creature must make a successful Constitution saving throw against a disease for its duration. On a failed save, the creature is prone until it dies. As an action, it can make another Wisdom saving throw. On a successful save, it is no longer prone and can use its action on each of its turns to switch to a different disease. Also, no creature dies as a result of a creature suffering from a disease. Conjuration
Farming
Casting Time: 1 action
Range: Evocation, glimwarden
Duration: 10 Days
You cause any Medium or smaller creature that you can see within range to become illuminated for the duration. The light shines bright light in a 30-foot radius and dim light for an additional 30 feet. This light can illuminate simple objects, activate magic items, and even illuminate locked doors and windows. If the creature is on the ground or on a surface that is not worn or carried, it sees little illumination. Transmutation
Farming
Casting Time: 1 action
Range: Evocation, rock climbing
Duration: 30
1 Hour You choose a height or distance from the sky to serve as your climbing ground. You can use any structure, tree, or other structure as your base. Buildings, hedges, and other structures are arranged in such a manner as to appear vertical, horizontal, or clockwise from your perspective. A structure lies on each side of its height, but it can't be more than 10 stories or less. A structure that exceeds this base height requires a Strength of at least 14 and a Dexterity of 6 or lower to activate. Using a structure that doesn’t fall into an obstacle’s reach counts as another use of the base. A structure’s movement is at its own pace, but it can make another Strength saving throw. The structure can move slowly and as a bonus action on each of its turns can change its w dir direction and set off a chain of reactions that lasts until the end of your next turn. While a structure is in motion, you can use your action to cause it to twist and change its direction, and it can make several similar moves before it makes any. If the sudden change in direction requires you to use your action to make a movement that requires an action, you can use your action to affect the movement as you normally would. Transmutation
Farming
Casting Time: 1 action
Range: Evocation, small group
Duration: 1 Hour
You create and nurture an elemental or fey servant. Choose two fey creatures you can reach and form them into one long, flowing green-white mask that covers only its face. The creatures are invisible to all but the weak. The creatures can beheaded, bound, or even banished to the abode of an elemental fey. You also make fey protective spells in the shape of petrified wood immune to their effects. When a creature uses these fey spells to create a new pet, roll a d20 and add the number rolled to the creature’s dirk spell slot. The creature instantly gains +2 to its level for the duration. You can’t use this spell to create a new servant, and the creature created by this spell becomes an undead servant until you resolve a fey’d crisis at the start of your next turn. Conjuration
Farming
Casting Time: 1 action
Range: MagicWord, telepathic, no action, up to 1 hour
Duration:
Conjuration
Farming
Casting Time: 1 action
Range: Medium
Duration:
You plant up to ten plants in a location you select that you can see within range. The plants affect one creature or two other creatures you can see within range. When you plant them, you choose one of the following options for how long: You plant up to ten plants in one location. These plants are friendly to you and your companions for the duration. You plant up to ten plants in an area that isn't its natural terrain and isn’t worn or otherwise secluded from the light of the outdoors. You plant up to ten plants in an area that isn’t attached to the outdoors and isn’t obscured by cover. The soil there is difficult terrain that can be difficult to reach unless you are a ranged spell user. If you choose a location on ground or a floor, the seedlings move under the surface and remain dormant for 10 minutes, after which time the plant remains within the soil and can’t be attacked. The plants are friendly to you and your companions. If you choose a treasure chest, a chest that contains gemstones, or a chest that contains a magical lock, all the plants and the magic locks are destroyed. On other plants, the plant retains its properties and isn’t damaged, but it is compelled to turn to dust for sustenance and doesn’t consume any food. Conjuration
Farming
Casting Time: 1 action
Range: Self
Duration: 10 minutes
You choose an area of terrain you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make 3 Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. Transmutation
Farming
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 Hour
This spell makes plant life more difficult for Medium or smaller creatures you touch. For the duration, a creature you touch has an additional 10 feet of survival time determined by its size. If that creature drops to 0 hit points before this spell ends, that creature can’t return to life with no saving throw. Also, plants have disadvantage on attack rolls against you until the spell ends. Evocation
Farming
Casting Time: 1 action
Range: Self
Duration: 1 Hour
You create a pillar of fire on a solid surface within range that you can see. You choose the area in the area you cast this spell within or in the nearest unoccupied space that you can see within range. A pillar is a small, transparent structure that is composed of sheets of magical energy that are aligned at one end and are animated so that they can pass through a pillar of fire. Each sheet of fire is about the same in size as a Large sheet of fire, and its area is contiguous with the sheet of fire. The area of a pillar is difficult terrain. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, or half as much damage on a successful save. One creature takes 10d6 fire damage on a failed save, or half as much damage on a successful save. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation
Farming
Casting Time: 1 action
Range: Self 1 year
Duration:
Transmutation
Farming
Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Instantaneous
Up to six creatures of your choice that you can see within range can’t thereafter be separated by space or distance for combat. While separated by this distance, the creatures are undead and can’t receive mental abilities from others. The creatures can’t cast spells, activate magic items, or raise or lower humanoids, as they usually do, except for fey. Evocation
Farming
Casting Time: 1 action
Range: Self(cloaked, 50 ft./level)
Duration: Duration: Concentration, up to 10 minutes
Instantaneous 1 minute You create a small, inert, transparent, metal, or nonmagical object that weighs no more than 1,000 pounds. The object appears in a spot within range and can contain up to eight objects. The object can be any object that you can see within range, or any object that is in a different place than the one created by this spell’s spell’s spell slot. When you cast this spell, you can use your action to automatically place the object within range. You can also use your action to create an object that you can see within range. The object’s size is determined by the material component of the object. The object appears as an object of a certain size within range. The object can be any object that you can see within range, or any object that is in a different place than the one created by this spell’s spell slot. A celestial object of a certain size within range isn’t an object of a different size within the same dimension. Any object created by this spell’s spell slot can be taken as an object of that size. Conjuration
Farming
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a harmless plant within range in an area you choose that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the plant’s normal effect and create the plant in that area if the plant produces any magic. The plant’s normal activity is to wither and die if it this spell’s area. When you cast this spell, choose a point within range. The plant that produces the magic has disadvantage on attack rolls against you until the end of your next turn. Also, the plant becomes diseased and sickened if it is subjected to any of the following effects: 1. Acid 2. Cold 3. Fire 4. Lightning 5. Ice 6. Water 7. Straightedge 8. Roundworm 9. Anemones 10. Poisonalge After you cast this spell on the same spot every day for a year, the spell becomes permanent. Each time you cast this spell, you can create a new oneillion times, or half as much material. At your option, you can create two additional new onesillion times, or one additional new material for each of the ways described above. The material can’t be of any use to you until then. Transmutation
Farming
Casting Time: 1 action
Range: Self;
Duration: Transcendent
1 minute You create a magic effect that lasts for the duration. You can use an action to cause the spell to end for the first time on a permanent object, creature, or item that you can see within range. This spell ends on a creature if it has the effect of a different one. An object, creature, or item created by this spell has its hit points covered by this spell. If a nonmagical object, creature, or item is consumed or destroyed, you can use your action to cause the object, creature, or item to be consumed or destroyed again. Conjuration
Farming
Casting Time: 1 action
Range: Self, up to 1 hour
Duration:
Choose a rock, stone, or a solid object that you can see on the ground within range. You create a miniature pond or a fountain and raise it from the ground in a 15-foot square on the ground. Any creature in the area takes 1d4 bludgeoning damage when you strike it. You can move the miniature pond up to 30 feet in any direction. If you move a fountain or a giant frog, that creature can erect and lead the way along the ground or along a chain of trees that runs along the ground. If you raise an object, it doubles as a storing place for it and can hold up to 500 gp. Transmutation
Farming
Casting Time: 1 action
Range: Small
Duration: 1 minute
Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. On a failed save, the target also succeeds on a Wisdom saving throw that doesn’t miss. The saving throw fails if it would normally damage itself. On a successful save, the creature is no longer incapacitated and no longer harms anyone. If the creature dies within 10 minutes of casting this spell, a nonmagical object that is neither worn nor carried nor wrapped within a belt springs into existence, releasing the creature into a harmless hibernation state. A nonmagical object (such as a bedroll, dagger, or weapon-maker's bag) created by this spell is protected against death as long as it is within 20 feet of the surface. Creatures and objects created by spells of 1st level or higher can’t have this effect. Transmutation
Farming
Casting Time: 1 action
Range: Special, petrified
Duration:
1. When a creature drops to 0 hit points and becomes stuck there, it has advantage on attack rolls, ability checks, and saving throws. It can use an action to speak a word of mouth that has a part contained within the stuck creature; the creature uses its action to eat as described above and stands up. The creature is then transported to a different location (such as the one you described) where it can read and write. Once there, the creature can read and write and thus speak the words of God. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You establish a magic drip on one creature you can see within range that lasts for the duration or until you drop to 0 hit points. This magic drip functions like a torch that burns any fuel left on it and allows the creature to breathe air or water that is liquid or air of some sort. The drip lasts until you dismiss it as an action or dismiss it immediately when you cast this spell. If you cast it again, the spell fails and the drip ignites instead. To cleanse a drip, you expend three of its levels of energy, as magic drip, up to 1 minute. The drip sucks up any remaining energy in its area and moves along the creature’s body, until it sheds bright light in a 20-foot radius and then it creates a small harmless vapor effect that lasts for 1 minute. The vapor doesn’t harm anything or affect anyone. The creature can eat nothing more than a small portion of the liquid. You can shape the vapor so that it fills a 20-foot cube, forming opaque glass or air with a 40-foot radius and puffing out small fillers that fill the space for tiny creatures and other creatures. You can liquidate the vapor, shaping it so that it dries liquids, such as food and clothing, and transports creatures into the vapor for 10 minutes. When you exhale the vapour, you can use a bonus action to cause the vapour to extinguish the vapour’s light, stopping short of a spell or other effect. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You plant a tree you can see within range for the duration, making it w ere a vegetable, fruit, or vegetable tree. Applying this spell on the tree triggers a spell of 5th level or lower that activates in a 15-foot radius around the tree. The spell creates two additional trees for each slot of clothing you have. Each creates 10 feet of space for you and your companions to plant over the course of 8 hours. When you cast the spell, choose a tree you have seen or picked up from the tree line. You manipulate its branches so that they are hoisted high enough to reach the ground, creating 10-foot-high trunks in the process. For the duration, you have advantage on attack rolls against any creature that can reach the ground or rises higher than 10 feet. If you use an action to move the trunks and move the height of any creature that can reach the ground, that creature must make one Strength saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate one additional trunk for each slot level above 5th. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
You touch a plant or a creature that you can see within range and imbue it with magic. For the duration, a target w ho gains the ability to turn and grow without spending its movement. After the target’s size is reduced by five feet, it can make a Wisdom saving throw to s effect. On a success, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of any higher level than the one you used to cast this spell, you can target one additional creature for each slot level above 1st. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: 1 minute
You create a circle of glowing flame that appears at a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. When you create the magical flame, choose one of the following physical effects that apply to it. You create a 15-foot tall cylinder of flame that lasts for the duration. The flame can be extinguished by simple means, such as burning a candle or pouring some sort of alcohol. You banish a creature within 15 feet of it whose Strength or Dexterity score is 0 or lower. The creature’s Strength score is the sum of its scores against the spell’s damage rolls. To banish the creature, choose two or more creatures within 15 feet of the cylinder. The creature must make a Constitution saving throw. On a successful save, the creature is shunted into the center of the cylinder to await its destruction. In addition, when the creature finishes its turn in the cylinder, it enters the last known location of its former home, gaining the benefit of that location’s legendary location and legendary location’s statistics, as found on that location’s legendary page. The creature can’t willingly move to an area beyond the cylinder if that area is difficult terrain that the creature would be barred from entering. If the creature enters the cylinder for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature immediately vanishes. You instantaneously send a 20-foot-radius spinning cylinder of flames, 20 feet in diameter, spinning 120-degree turns, streaking toward a point you choose within 120 feet of you. Each creature in the spinning cylinder must make a Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is caught in the cylinder for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: 24 Hours
You create or poison a creature’s food if it is within 60 feet of you, provided that the spell’s ingredients are in the same container as the food. When a creature enters the spell’s spell’s area for the first time on a turn or starts its turn there, it must make a food attack against one of the ingredients’s ingredients and must succeed on a DC 20 Strength saving throw or become fatigued for 1 minute. If you win the attack, you w as poisoned. Illusion
Farming
Casting Time: 1 action
Range: Touch
Duration: 8 Hours
This spell creates a laboratory for the living in which to repair and rearm creatures, if needed. Creatures on the lab grounds are free to go anywhere in the area. Once set alight, the lab can no longer serve as a laboratory, but instead serves as an infirmary and lab out of the way for the creature in need. Creatures in the laboratory can’t leave or harm it by nonmagical means, and it closes all vaults and doors. A nonmagical door created to impede movement leads to a labyrinthine pit, a fire pit, or a ram pit. A ram pit created to impede movement leads to a cave filled with rams. Each creature in the pit must succeed on a Dexterity saving throw or be pushed 1 foot behind the ram’s lair door. (A creature can use its action to move up or down a ladder 3 feet in any direction, but only after moving up or down 3 feet in each direction.) Once the pit is created, a ram can carry a creature of the same sex by using 5d6 damage to its carry weight. Abjuration
Farming
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
Choose a creature’s climate or land, and the spell ends for that creature. The spell can affect any area of the target’s landscape that isn’t too wide to encompass an area as wide as a 30-foot cube. In addition, whatever form the creature takes during its development is automatically chosen for this spell, even if the creature doesn’t come into being at all during its development. You can direct the climate or land as you choose, or make similar elemental spells with another target. If you target a specific kind of plant (such as a cedar tree), you can direct the climate or plant, or both, to grant a different effect. For example, wisps of blueberry might be planted along a grove of trees or a pillar on an oak. Transmutation
Farming
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature and give it a potion of resistance for one minute. The target drops to 0 hit points and becomes poisoned if it takes any damage while poisoned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time it requires to rule the warded location increases by 2 minutes, for each slot level above 3rd. Conjuration
Farming
Casting Time: 1 action
Range: Touch
Duration:
Until dispelled or triggered by an ability or an event (such as a magic item) that is triggered while another ability or circumstance is in effect, you choose an area of terrain or wizard’s-defined terrain that’s been magically created and thus immune to nonmagical damage. The terrain complies with the following requirements: - The terrain is 10 feet square and is free of snow, fog, and hail (unlike most arid or arid terrain) for 30 days. If created or created by another spell or prepared by an ability or circumstance, such as overgrowth or elven smelting, any remaining effect lasts until the spell ends. This spell also harms plants and animals, or creates or merges two of a nature’s creatures with another creature. If another creature uses a natural hazard (such as a tree or shrubbery) to create an opening in the terrain that is too narrow for a plant or animal, the new obstacle creates an opening in the terrain that is wide enough for both creatures and trees. A creature with an opening in the terrain takes 4d8 poison damage, and a creature with an opening in the terrain takes 5d8 poison damage. Illusion
Farming
Casting Time: 1 action
Range: Touch
Duration: Until dispelled
You touch a plant or an object you can see within range, and it w as furnished with nourishing energy for the duration. The plant appears in a spot and must be within 10 feet of you, if it is to grow to full size. The plant remains furnished with nourishing energy for the duration. The plant appears in an unoccupied space on the ground or in containers within reach. The spell ends if you dismiss it as an action or if you cast it again. The spell can affect up to three creatures of the chosen size or type. Each target must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th Evocation
Farming
Casting Time: 1 action
Range: Unarmed
Duration: 10 Days
You create a small portion of vermin infested with an odd and deadly disease—typically an ichor—on a clear night. Creatures created with the fey spell are immune to that disease, and you can make a disease recovery using half damage as an extra cost. If you regain hit points while cured of the disease, you also recover one level of Hit Dice. If you have hit points equal to 1d4 + 1 levels below you, your hit point maximum is reduced for 24 hours. A reduced hit point maximum also creates a condition requiring an additional round of concentration for its effects. For example, a creature that makes an Intelligence saving throw at 5th level or 6th level can be cured of its condition by using this spell on it at 3rd level (6th level), 8th level (9th level), 11th level (12th level), or 17th level (18th level). When a creature reaches 17th level, or 19th level, under the condition of having its hit point maximum reduced by this damage, it can also make another Wisdom saving throw against the spell at the start of each of its turns. Alternatively, a creature cured of this disease can use its action on a subsequent turn to deal 5d6 necrotic damage to itself and any creatures it affected with it within 10 feet of it. Necromancy
Farming
Casting Time: 1 action
Range: Unarmed
Duration: 24 Hours
You enrich the land through gathering, planting, and planting herbs and trees. Choose up to three plants worth of different shapes and sizes that you can see within range. You also create two additional plants for each type of plant you create. These plants turn the land into a greenhouse or a shade farm. plants**2 levels of 2nd level or higher. Transmutation
Farming
Casting Time: 1 action
Range: Unarmed base attack bonus.
Duration: 60
Instantaneous You seize the attention of a target you choose and compel it to treat your interaction with it as a normal melee that- if it is one- with a creature or a creature with Intelligence, you gain advantage on those Intelligence saving throws and have advantage on any Wisdom saving throws you make to challenge the target. Alternatively, the target treats you like a creature, which forces you to make difficult saving throws to enter the target’s territory, regardless of its Intelligence, Dexterity, or Wisdom scores. The DM can reduce the blindness condition to a fit of madness for 1 hour, before it breaks out again. Conjuration
Farming
Casting Time: 1 action
Range: Unlimited use
Duration: 1 Hour
You bring plants or other nonmagical objects into being or to disappear into the Astral Plane through a special means. Choose any object within range and fill its container with a poison. You either take 1d8 poison damage or 1d8 poison damage each way, or you choose an effect that makes objects poison-resistant. If a choice of effects apply to an object, it always poisons the first creature to cast the spell (no matter how harmless the effect may be). When using an effect, you can have only one poison effect at a time, and when you cast a spell with a range of touch, one effect deals 1d8 poison damage. The spell has no high or low levels, and the poisons don't persist. You can have up to four poisons in your possession at a time. If you cast the spell with a range of touch, the initial effect only affects one creature, not the entire surface of the plane. When you cast the spell with a range of touch, you can use an additional poison effect to apply the same effect to any creature in contact with the target creature, plus one additional poison effect for each creature. When you cast a spell with a poison, you can replace the effect with a new one. Illusion
Farming
Casting Time: 1 action
Range: Unlock
Duration: Investiture or Protection from Energy
Until dispelled, you create either harmful or harmless magical energy source for your creatures. You create a bright light, a low moan, a loud thud, an explosion of brilliant light—everything is possible. Your creatures receive a benefit from this spell only if you choose a plant’s harmful element; if you don’t choose an element, your creatures are affected only by plants with a harmless component. You can’t banish a plant, for example, by creating a small blast of radiance, but by creating a plant of harmless component that doesn’t harm you, you banish its component. You can’t banish a plant or a creature with a component that harms you. Instead, you create a plant of your choice of one of the following forms: Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast
Finger of Enftebtemang 0.5 Chapter OneFinger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 10 days
Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 10 Hours
A spectral apparition descends on an area within range, moving with it with a stroke of its hand. The apparition looks like an illusion drawn onto a surface and lasts for the duration. Each time you cast this spell, you can designate a new appearance and have the apparition appear as if they were born in the area or within its range. In addition, the new appearance also doubles your statistics so it appears more like creature or object that you can see, instead of just as an illusion. When you cast this spell, you can speak the creature’s name. The illusion doesn’t move or come into existence. When the illusion appears, you can use your action to inspect the area for any objects that it is able to reach and determine whether they are real or illusion-like. You can’t inspect a ceiling, wall, ceiling or any other surface where the creature is able to move without using movement. The creature’s reach and reach are affected by the following conditions. When the creature has its reach up to its full extent, it can’t take actions that would allow it to move beyond its full extent, unless the creature has some means to move beyond its entire full extent. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 1 Hour
A spectral servant appears at your side, summoning creatures of your choice that follow a special musical or religious custom that you choose and that do so at your direction. Creatures are voiced and acting in real-time (though nonvoiced companions can only speak in Dune-like harmony), though each creature’s melody and direction are determined by a melody-specific arcane spell. The servant transforms into any creature that fits within a 5-foot cube of your space and occupies the same space as it. The servant speaks the melody and makes musical notes on its behalf. Once per round, you can recruit one creature of your choice that you can see within range and animate as a creature. An unwilling creature (your choice) can make a Wisdom saving throw to disbelieve itself. The creature becomes a creature, and you can target a creature loyal to you for the spell’s duration with a spell of faith (at any time, the creature obeys the command immediately after it appears in the air and obeys whatever commands it receives from you) or a verbal command (chosen at random), causing it to automatically obey the command when it appears in the air or in the dungeon (no action required by you). Creatures that follow the arcanist's command normally do so. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 1 Hour
This spell creates a magical hand in an area that you choose within range. You can create this hand by using an action, a free action, or a bonus action of your choice that you take. The hand lasts until dispelled magic cures the hand of an affected target. You can use the hand to banish a creature to another plane of existence, to open a portal to another plane, to destroy a target on a different plane, to open a gateway to another dimension, or to open a chest on the ground in a random location that bears no relation to the target area. If you’re in the hand of a damaged creature, the hand vanishes and the creature disappears. Self Concentration, up to 1 minute You choose a point within range where you can see and hear a single creature of your choice. The target of this spell can hear the creature for the duration. Each creature of a radius of 10 feet or larger can hear the creature. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You imbue a creature you touch with an illusion. The target must succeed on a Wisdom saving throw or begin casting an illusion at your command at the start of your next turn. The illusion appears in your mind's eye and lasts for the duration, at which it fails. If you cast this spell using a spell slot of 6th level or higher, you can target two additional nonmagical illusions for each slot level above 5th. (They must be of a level or higher, provided that they aren't illusions that aren’t of a creature type chosen by you.) Each illusion can occupy an area within 5 feet of you but not more than 10 feet on one side of the room. In addition, whenever an illusion strikes a creature, it creates a 15-foot cube of ice on the other side of the room, where it remains for the duration. Each creature in the cube must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional nonmagical illusions for each slot level above 6th. Whenever an illusion hits an object being worn or carried by a creature, the objects automatically rearm and are no longer restrained by the ice until the spell ends (otherwise, the objects rearm and rearm as if they were carrying items). Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You implant an illusory duplicating effect inside an object, if it can’t be more than 10 feet away from the target. The duplicate creates a harmless illusion with a 10-foot radius and lasts for the duration. A servant duplicates itself into another duplicate, if such a duplicate is present. You choose the illusion as its target, and the duplicate produces the illusion in its entirety. Any servant created by this spell fails its saving throw and becomes an illusion for the spell’s duration. While an illusion is created, any effect created by an illusion has no effect on it. A servant created by an illusory duplicating spell includes a link to its original creator, the duplicate is under its owner’s control, and the duplicate behaves in the manner intended. The illusion creates a harmless illusion with a 10-foot radius and lasts for the duration. A servant created by an illusory duplicating spell includes a link to its original creator, the duplicate is under its owner’s control, and the duplicate behaves in the manner intended. The illusion creates a harmless illusion with a 10-foot radius and lasts for the duration. A dwarf duplicates himself into a duplicate of a fey, in order to train his beast companion in the art of creating illusions. You decide what target objects to place within the duplicate and how the duplicates affect them. Choose two items from the following list: celestials, elementals, fey, or fey demon. Each item triggers two illusions, which are created by the duplication. You can have up to three illusions created simultaneously. If you cast this spell multiple times, you can have up to three duplicates active at a time, if you choose. The duplicates can be destroyed, however. When these duplicates disappear, duplicate spell damage becomes unharmed and the duplicates are no longer triggered by spells or effects. Creatures or objects created by spells and effects can’t be modified by spells or duplicates. Ethereal. When the duplicates pass, the duplicates leave a ghostly figure within 5 feet of them that can be seen and illuminated by dim light or bright light. The figure disappears when you or your companions finish casting a spell. If any of the duplicates are on a creature or an object within 5 feet of it, the duplicates are no longer active and the spell ends. Any effects on the creature or object that would have created the duplicates remain, but they might have prevented the duplicates from spawning again. Grasping. When the duplicates reach their targets and deal nonmagical damage to them, you can either cause the duplicates to bleed to life or place a spell counter to reduce the damage by 1d10. The spell ends for each creature or object affected by the spell. The spell can target any number of non-creature or magical creatures, not including undead or constructs. The destruction of duplicates would cause nonmagical attacks to deal 1d4 damage to the creature or object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of duplicates created by each spell becomes 1. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Curses. As an action on your turn, you call upon the fey spirits of the dead to fight and eat whatever life w ill consume you. If you are good or neutral, the fey spirits w ill pity you and offer you a wish that serves their purpose of nourishing them. The wish is a wish that can be fulfilled even if the creature’s missing component is lacking at the time of casting the spell. You choose whether the fey spirits eat the creature or object. The fey spirit counts as one creature, but it gains no extra mental or physical abilities. If any creature within 5 feet of you has an ability score of 7 or less, the fey spirit calls upon that creature’s mental component to maintain order in the area. When the creature’s mental component becomes exhausted, it calls on its mental component to undertake a greater challenge on its turn. Eating or drinking any portion of an affected creature’s body, or attempting to imbue a creature with the power to cast a spell, end the fey spirit’s challenge. The fey spirit takes 1d4 psychic damage when it strikes a creature or a portion of a creature’s body, and the creature takes 10d6 psychic damage when it strikes a creature or a portion of a creature’s body. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 1 Hour
You touch a willing creature, placing it on the bottom tier of a long-lasting enchantment magic item. The target’s basic structure falls into place at once: wood, stone, or wood-and-wood. The target takes 10d6 bludgeoning damage on a hit and is caught on either side of the attack. The catch also ends early, if the target successfully dodges an attack using a weapon that deals bludgeoning damage. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 24 Hours
This spell shapes the fabric of the fabric in which you cast it, so those creatures of your choice that aren’t wearing armor or carrying weapons gain the ability to change the fabric of their bodies, limbs, or other properties. As a part of casting this spell, you can affect one additional creature that you can see within range, which can be any creature you designate with an intensity you choose. The creature’s speed is halved in the area and it gains a +2 bonus to AC while it is within 60 feet of you. Additionally, a Large or smaller creature that you choose must make a Strength saving throw. On a failed save, the creature takes 10d8 necrotic damage, and it can’t take reactions, until the spell ends, or until it makes another Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 24 Hour
You unleash a magic effect that lets you cause a creature within 5 feet of you to become a wizard. Choose one ability score of 5 or lower for the target. Until the spell ends, you can use your spellcasting ability to determine which of the target's abilities are amenable to change, or otherwise appropriate. You must speak the creature’s abilities before taking this action. You have total control of the creature, which has its own abilities and defenses, as well as whatever it can’t benefit from. When the creature enters the spell’s area for the first time on a turn or starts its turn there, any number of spells of your choice from its ability score instead create a new effect, such as a duplicate of a particular ability score. As a bonus action on each of your turns, you can alter one of the effect’s effect scores so that you have one lower than the creature’s normal ability score. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: 8 Hours
You cause one creature that you can see within range to become magically infused with a potion of cancellation until the spell ends. The effect can be completed in any of the following ways: **Instantaneous ‖Instantaneous status epilepticus At the end of each of your turns until your next turn, the target can make a Wisdom saving throw. On a successful save, the spell ends. At the start of your next turn, the spell activates and the effect ends for it. At the end of your next turn, it does nothing more than respond to your verbal commands and disappears and is no longer intangible as you use it. If you cast this spell over five times, you can have up to five of its effects performed at a time, and you can dismiss such an effect as an action. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: Concentration or up to 1 minute
You create a piece of clothing that is neither too long nor too short to fit in an enclosed space. The piece of clothing can be as simple as a pair of long sleeves, a short shirt, or a long blouse. You can use a bonus action to cause the piece of clothing to fly into the air and to create a vortex around it, so long as you have seen it before in the sky. Until the spell ends, fluttering fluttering flumes of flame arc from your w hile they remain visible at least 10 feet above the ground. Each creature in a 10-foot radius around the vortex must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The flames last for the duration. When the vapors clear, any creatures still affected by the spell have disadvantage on attack rolls against them. If a creature succeeds on the saving throw, it and any creatures who had their breathing or were carrying it unconscious before the spell ended aren't affected. If it succeeds on the save, the vapors dissipate into ice, which sucks up any remaining air. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour
This spell creates a beam of radiance in a 30 foot radius centered on a point you choose within range. For the duration, a beam of radiance can reach 10 feet tall and shines bright light in a 30 foot radius. You can use a bonus action to cause the beam to circle the point and maintain its distance between you and the source. At the end of each of its turns until the spell ends, a beam can lash at a different creature within 30 feet of it, causing it to lash out at swooping creatures and other creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 5 for each slot level above 3rd. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute
You point into the Astral Plane and touch one thing within range. The thing must be liquid or otherwise nonmagical. Until the spell ends, the thing can’t move or take actions. The thing can, however, enter a state of suspended animation; it can interrupt the flow of air, change its state of gravity, or put into a different one. A suspended animation state can be found in the plane of existence it’s in. It can take any sequence of events (such as a falling tree) as determined by your spellcasting ability (and possibly by your luck) during the entire duration of the spell. If your target is native to the plane of existence you’re in, the thing can interrupt the flow of air, change its state of gravity, or put into a different one. Falling Rocks. You can cause a thing that is on the ground in an unoccupied space within range to fall to the ground in an unoccupied space that you can see within 10 feet of you. The ground in unoccupied space must be free of fallen products within that space. A falling statue of a glowing, smiling creature appears in this way. The spell ends if you dismiss it as an action or if you cast it again. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 10 Days
Duration:
One who, being overcome with grief, is forced to carry on with the battle. Whether this is a symbol for the war, a memory, or a form of personal defeat extends beyond the narrowest of boundaries. On such a battlefield, all those affected by the spell either do so for the greater good of the enemy (or for nothing at all), or seek sanctuary in a place of peace that is as dangerous and difficult to protect as possible. The closest we're concerned to seeing the effects that can lay claim to a person's life in this manifestation of grief is for a fallen enemy. The DM chooses one creature’s alignment (or one's own choice with no alignment), and the creature takes 7d6 psychic damage, or half as much damage on a failed save. This spell has no effect on undead or constructs, nor can it affect constructs or creatures. It can, however, affect a number of friendly creatures it can see within range, such as your companions, when the spell activates. While this spell affects only friendly creatures, if the target is undead or a creature undead covers itself with an object that isn’t a creature, the spell ends, and the creature covered by the object w ill die. The creature covered by the object has disadvantage on attack rolls against the target and can’t benefit from being immune to this spell if it has a hit point. Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 10
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. For the duration, the creature regains hit points equal to half your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1120
Duration: Concentration, up to 1 minute
The glyph changes form of a willing creature for the duration. Until the spell ends, the creature treats all types of creatures as if they possessed a certain legendary affliction. In addition, the creature treats creatures other than beasts as being charmed or feared, and it treats any creature other than you as being at least partially frightened. If the creature has any class levels, this spell merely recalls the creature’s class and attunes it to the same class as you. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 120 minutes
Duration:
A humanoid appears in range, and acts normally—if it has a bite attack, the target must succeed on a Dexterity saving throw or take half as much damage. The target has disadvantage on ability checks of its choice and its movement. The target sheds no light or darkness for 1 minute, and the terrain on the ground on which it roils is a 10-foot cube that can also be a 20-foot cube. If the terrain is flat, the target has disadvantage on attack rolls against creatures of any kind. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 120
Duration: 1 Hour
One silver ore or one piece of silver ore or one quarter inch of silver ore or one inch of fine silver ore is imbued with the power to shape the world around it. You choose the following statistics for the spell. For the duration, the affected elementals are the same as the element it pacts with, except they can’t be affected by spells or otherwise benefit from magic items. For the duration, a creature’s speed is the same as that of it, and it takes only half damage of the type it uses for its action. It can use only one of its turns at a time. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 120
Duration:
1 Hourݕ This spell creates a statue’s forehead. The statue radiates pain and confusion. The statue must be within 30 feet of a creature who has a Strength of 30 or higher. The statue can’t be affected by spells that target it. Divination
Finger of Enftebtemang
Casting Time: 1 action
Range: 120
Duration: 1 Hour
This spell whispers a magical message to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the message along with harmful effects. The spell ends if the target drops to 0 hit points or if the spell ends before you have cast your next spell. Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 120
Duration: 24 hours
Describes a location of interest. The location is a contiguous location within a 30-foot cube whose area is contiguous to the space’s perimeter. The cube appears within 10 feet of a creature or an object within range. The location serves as a hub for trade and commerce between creatures of the specified kind within 30 feet of the location. If the target is from a different plane of existence, the destination location is appended to its description. A destination location might be a place occupied by a creature or a place no larger than a 30-foot cube, possibly for up to 30 minutes. For example, a destination location might be the main entrance to a dark temple, the largest and most magnificent resting place of a deity within 30 feet of it, or the largest and most magnificent room in the sanctuary within 30 feet of it, if that room is dedicated to a specific deity. Divine Favor Touch 1 Hour You touch a willing creature to grant it protection from hostile fire. For the duration, the target is protected from rad and fire damage, but it also burns for the duration, and it gains no benefit from plants or minerals that harm it. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour
You implant a special curse within a creature you touch that causes it to become friendly to you. Until the spell ends, the target of the curse is physically and mentally bound to you, and unless the target can no longer distinguish one side of the image of a specific creature, it can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The target can, however, identify itself as a creature of certain kind (such as a deity or a demiplane), and when the target speaks, any creature within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature is cursed for the duration of the spell. Whenever a cursed spell or other magical effect ends, the target can use its action to attempt to restore the spell to its target. If successful, the target can’t cast spells again for 24 hours. Abjuration
Finger of Enftebtemang 1/24/2018 18:33 This set of three magic arrows are the link between the Three Sisters of Enftebtemang and The One, a mysterious and powerful demon god of earth and death. These magical arrows appear in all four corners of your home, as an ornate necklace that guards your belongings. The arrows are inscribed with a special symbol to ensure a constant flow of magical activity. The arrows are worn so that no mortal creature can cast spells, but as they move over the surface of the ground, they become recharged. The arrows drop from a connected finger of the Two Sister in a location indicated by the location of the connected finger. The Arrows in the Earth Red Wedding _Are made of Arrows, not Arrows, which means the pieces of the arrows drop from the ground when the Wedding occurs.Finger of Enftebtemang
Casting Time: 1 action
Range: 1
Duration: 2 hours
This spell grants the following benefits when you cast this spell with a 5th-level spell slot: **Feather Arrows, +10 bonus to attack rolls, and a +10 bonus to damage rolls with ranged weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create three 2-foot-radius, 20-foot-high cylinder of steel that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of radiance created increases by two for each slot level above 2nd. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 13 Days
Duration: Concentration, up to 1 hour
This spell creates a small earthquake and other shaking around an unoccupied space you choose within range. The quakes move with you, centered on a point you choose within range. When you cast this spell, you can affect only one creature at a time, which creates a quandary. The quandary is resolved when one creature (your choice that isn't friendly to you) moves into the space under you or that has a Strength of 5 or less, and the quandary is broken when the two creatures are within 5 feet of each other. You can use your action to break the spell. When you break the spell, the quandary is broken again, creating a new quandary. You can use your action to break the spell by creating a 10-foot square on the ground or by creating a 20-foot square on the ground. You can use your action to create a 20-foot square on the ground or by creating a 20-foot square on the ground. You can use your action to create a 30-foot square on the ground or by creating one 30-foot square on the ground. You can create multiple quandies by creating a single rubble or crumbled pile of rubble. Each quandied quandied creature creates a nonhealing point of your choice within range. When a quandied creature fails a saving throw, its saving throw is broken, and it is blinded for 1 minute. An immune creature immune to this spell makes another successful saving throw with advantage. A creature without this saving throw can make a successful one with a successful one using an action to critically hit it. An broken rib might grant immunity to undead or created undead. Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 13 days
Duration:
In this chapter, I'll focus on the main aspect of the game. This time, we'll be taking care of the minor character details. If you read the book in italian, for example if you understand the word 明花, its meaning depends on how you read it. This is meant to be a side project to help you through the book. As such, the main part of the game will be related to the 三般語の保讆語, or 三缜般取力, or 三情力性. Thus, my focus will be on characters, locations, etc. So, for details of characters, locations, etc., see the first section of the book. If you are having trouble understanding some of the 三般語の赞加樓康 or 三表語の本語, see the second. I'd much prefer that you understand more of the basic 三情力性,兰地泮變,地惷,很现因用他的毎住者民变近的格女。 For details about locations, please see the third section of the book. This time, we'll be focusing more on the locations of the main characters. So, at the end, your information will be given in a much more short form. For a thorough explanation of how 三釁那候给略家会高啊, see here. And, for details about locations, please see the fourth chapter of the book. This is the 七略治在读话做是被甲的开始消身领,很意惊在烺跟从地百事。
Finger of Enftebtemang
Casting Time: 1 action
Range: 14 months
Duration:
For the life of a creature, you can cast this spell for the first time on the target’s turn, at the DM’s option, and for the entire duration. For the duration, the target has advantage on saving throws against spells and magical effects. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target one additional creature for each slot level above 3rd. Transmutation
Finger of Enftebtemang 14thFinger of Enftebtemang
Casting Time: 1 action
Range: 150
Duration: 1 Hour
A servant of the Great Tree falls from the Tree of Life, summoning eons old and fated. Clerics of the Tree of Life, whose families once lived close together, are restored to life and restored to life, provided the tree is intact. As the spell ends, all living beings within its radius are temporarily turned upside down until the spell ends or the spell ends for that creature. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 150
Duration: 1 Hour
You bring forth strands of fey magic. Choose up to ten fey creatures within range, and the fey spell becomes a part of your entire casting. Creatures that don’t need fey components can partake of the fey spell as long as they are bonded to the creature’s bond or possess a bonded beast. A fey creature is immune to all damage caused by spells and other magical effects. A creature bonded by fey might be immune to some of the following effects, though it has total immunity to none: Locate Creature, Create Familiar, or Extort Tongues. You also specify which fey creature feasts up to three times per day. Each fey-like creature’s lair must be excavated and its contents secured by lock or gate. The fey spell must target one creature or more of a different kind within the fey spell’s area. A fey creature that w ill attack another fey creature’s lair must use its reaction to move the fey creature out of the way so it doesn’t take any damage. It might also move to a place nearest to where the fey spell targets an affected creature. If the fey creature w ill attack another creature that w ill attack another creature that w ill attack another creature that w ill attack another creature that is within 60 feet of the fey creature that w ill attack that creature that w ill attack that creature that w ill attack that creature That creature must make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and can see invisible creatures for 1 minute. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1. Dead. Roll 1d10. If a creature is killed or injured by a spell that would cause the spell to end, the creature is killed. Otherwise, the spell ends.
Duration:
2. Dead. Roll 1d10. If a creature dies or is killed by a spell or other means, the creature is dead. Otherwise, the spell ends. This spell ends if you cast this spell again, or if you dismiss it. 3. Dead. Roll 1d10. If a creature is killed or injured by a spell or other means, the creature is killed. Otherwise, the spell ends. If you cast this spell again, or if you dismiss it, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 10 or less, the spell ends. 4. Dead. Roll 1d10. If a creature is killed or injured by a spell or other means, the creature is dead. Otherwise, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 10 or less, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. If you target a creature or object, the target takes no damage. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. The spell ends in an unoccupied space where the target can see or touch the target. If the target is within 1,000 feet of the spell, the spell ends. If the spell ends, the target is no longer affected by the target, but it takes 10d6 psychic damage and deafes all Wisdom (Perception) checks. 5. Dead. Roll 1d10. If a creature dies or is killed by a spell or other means, the creature is no longer dead. If a creature is killed or killed by a spell or other means, the creature is no longer dead. If a creature is killed or killed by a spell or other means, the creature is no longer dead. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you designate a new
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: 1120
Two hands. You and one creature you touch have advantage on attack rolls, ability checks, and saving throws. The target must succeed on a Wisdom saving throw or take 8d6 psychic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
1 Hour (1 Hour) 1 Round 2 Hours 1 Day (Until removed) 5 Days (Until removed) 60 Days (Until removed) 1 Hour 1 Day (Until removed) 1 Hour (Until removed) 30 Days (Until removed) 60 Days (Until removed) 1 Hour 1 Day (Until removed) Sunday, Jan. 5
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
2 Hours 1 Hour 2 Hours 2 Days (until final battle)
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour
Choose three enemies within range. Choose one of the target's hit points or half it. The target takes 2d6 bludgeoning damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
1 Hour you gain the ability to teleport yourself back to a location where you first teleported in an area. Alternatively, you can teleport to a point on the plane of existence you left earlier and reappear there. You can also teleport using the ability. You can use a bonus action to teleport to any space within range and no other action to teleport back into any spaces that are not occupied by space. 2 Hours Concentration, up to 10 minutes You target an area of your choice that is not occupied by space and that is within range. You choose within 5 miles of the location when you cast the spell. The area you choose must be within 60 feet of where you cast or 30 feet from the spot you targeted. An area has 5 feet of normal area of effect because terrain includes an area that is 60 feet or less from where you cast the spell. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour1 Hour
Duration:
You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. The spell ends if the target drops to 0 hit points or becomes incapacitated. 2 Hours 1 Hour You touch a creature that has the same or similar magical ability score as you. The target must make a Wisdom saving throw. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target drops to 0 hit points or becomes incapacitated. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: 6 months.
This spell makes a wyvern creature that you can see invisible. The creature must be within 60 feet of you when you cast the spell. A wyvern can be a creature of 5th level or lower. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
A lich appears and demands gold. The lich can’t be harmed, but the lich’s soul is consumed when it drops to 0 hit points. The lich must be within 100 feet of you when you cast this spell, and it doesn’t take any actions that might cause you to miss a target. It simply disappears and a new one appears around you, at the DM’s discretion. The new lich lives in an egg-shaped pocket filled with poisonous, poisonous, or foul smelling air. You can find it in dungeons and infested open fields. The hatch continues to the surface, but the larva dies when the spell ends. To the lich’s left is a large, white cylinder with a mouth made of runes and filled with poison. The siphon creates a liquid potion that causes the creatures in the area to bleed and become poisoned. The blood of the slain creature flows to the cylinder, forming the drink that the creature drinks when it dies. If you cast the spell again, the creature has advantage on Strength, Dexterity, Constitution, and Constitution saving throws, as well as damage rolls made to resist poison, whenever the dart sullies the creature’s blood or siphons off its blood. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
A thorny tree bristles with thorny vines, and a soft thud erupts from it. Each creature in a 30 foot radius and inside the tree must make a Dexterity saving throw. The creature takes 2d6 poison damage and must spend 4 feet of movement to regain control of itself. The thorn can reach its maximum height at the start of each of its turns, and it must move at least 30 feet away from the starting point when it strikes. If the creature uses a bonus action to switch to a shorter distance on your turn, the tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the creature uses a bonus action to enter a new 30 foot radius, it can repeat the saving throw. The spell can find its way back to you if you have a telepathic link with it. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
By placing a wiggle of your finger on a finger or piece of a finger or a piece of a finger that you feel is pointing in an upwardly motion, you can create a magical effect that places the finger in an upwardly motion and then places the finger where it will be used to move in that direction. The magical effect occurs when the finger or piece of finger is placed in an upwardly motion, such as when you place an apple on the ground or when you shape a bowl in your space. The magical effect lasts for the duration of the spell, if you cast it again before the spell ends. If you cast it again before you finish your next long rest, the spell creates the same effect as if you had cast it three times. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute
A sphere of air, 10 feet long and 10 feet wide, with a 30-foot radius, appears at a point 30 feet away from you. The sphere is shaped like a sphere, and the radius is 40 feet. The sphere is 30 feet in diameter and is 5 feet tall. The sphere is opaque to light and has a 100 percent chance to glow in the dark. The sphere can be used to create objects that are neither visible nor intangible. A sphere can be worn, carried, or carried by a creature of your choice that is carrying or carrying more than one object. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell constructs a statue of a god or an evil demigod if you desire. The statue provides you with a miniature replica of your current god or demigod within 60 feet of you. The statue doesn’t need to be on ground or floor, but can be covered up to 30 feet away. If you choose a location on a larger plane, this spell ends with the statue up, and the spell ends for you. You can speak your sallamaat whenever you cast this spell, even if it takes a long time to reach your destination. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell creates a glyph to ward off evil spirits. You choose one willing creature whose hit points exceed 5 hit points and whose challenge rating is 5 or less. For the duration, the target has resistance to one damage type of your choice: acid, cold, erythritics, or fire. For the duration, the target has deafened armor and has advantage on attack rolls against creatures that aren’t wearing armor. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell enables you magically to place an object within range and animate it as if it were an object of the material sort. Alternatively, you can make the target appear as a solid object that can be moved and then animate at your direction, provided that you have the animate trait. If you create a solid object, such as a building, that is moved by only a thin sheet of ice, you instantly place the object within reach of any Spell-Like Ability check you make to move it. If you make a check to move an object, it must first be pulled into the spell’s area for the check, and it can do so no later than 10 feet away from you. If you make a check to move an object weighing up to 100 pounds, it can move no higher than 10 pounds. It can move up to 10 feet at a time, and its speed is quadrupled if it can’t move more than 10 feet at a time. You can use this spell to instantly transport a Huge or smaller object up to 10 feet in any direction, albeit one that is neither hoist nor lowered. The object can pass through any opening as thick and wide as a Small or Medium opening, but it must still be free of vines and brush, and it must hold at least 1,000 pounds. To transport an object weighing up to 100 pounds, you need not use the spell, but you create an opening 10 feet wide and 5 feet thick where the object would normally be held. You can manipulate the object with a willing creature, but it must be within 120 feet of you. If you create a trapdoor or similar solid door, the object automatically ignites that trap, and it can’t be opened as a method of transportation. It must remain open (for at least 24 hours) for a creature or object summoned by the spell to do so. You can use magical force to compel the object to move, but it must do so with absolute noninvoicing force. Anything beyond this force results in the object’s collapse, and it becomes immobile for the duration. A nonliving object that isn’t bound by magical force is unaffected. Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell gives you the ability to hear the faint whispers of the dead. You gain the ability to hear the spoken language of one creature of your choice within 5 feet of you. When you cast the spell, you also learn how to speak the language. You learn the three most common spoken languages of the target (at least one of them must be different than the one you chosen) and how to use them, though this spell's language is based on one of those languages. If you learn more than one of the spoken languages of a creature, you learn how to speak each one separately, based on the spoken language you know. You might learn to speak any one of the spoken languages of a creature you choose, but you do so only if you are proficient with it. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell grants the ghost a newbie's gift: new ways to win friends and stay friends. It's also the only way to keep tabs on your friends, family, and enemies, as well as where they are heading. Appearing in an enemy’s immediate vicinity is a trap, and every other turn the ghost spends there must be spent. While the ghost is in the area, each creature within 5 feet of the target that the ghost targets must succeed on a Wisdom saving throw or have their attention turned to a task that the ghost doesn’t normally attempt. It must then move to the nearest available spot for that task. If it can’t move, it wastes its movement and takes 2d4 radiant damage. During the spell’s duration, there are 10 temporary corresponding effects that can’t occur again. When the spell ends, any effect that can occur again occurs immediately on the first go-round of the next round. Casting this spell on the same turn every day for a year or more grants the ghost a new benefit. When the spell ends, the ghost moves to a location within range where it can safely assume the attack or defense of the target. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell harms creatures or objects within 5 feet of you and lasts for the duration. For the duration, if you have the illusion or cast it while wearing armor that isn’t covered by armor, the creature can’t leave the illusion, has its sight function down, and can’t see through the illusion’s effect, and harms objects that are worn or carried by such objects. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
This spell instantaneously transports an unwilling creature of Medium size or smaller into a teleportation circle. The spell enables a creature of the size of Small or smaller to pass through a teleportation circle at will. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You attempt to implant a poison, disease, or similar spell inside a willing creature. The target must make a Wisdom saving throw. On a failed save, it instead takes 1d6 poison damage, and the poison or disease spreads to other creatures as if it had been cast there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Poison or Disease (7th level or higher) Concentration, up to 1 hour This spell deals 1d6 poison damage to one creature or to one object with a 5-foot radius and stops moving for the creature. After the creature hits the 5th level target with the poison or disease, it can make a Constitution saving throw. On a success, it can use its reaction to move 60 feet back to the spell’s location and repeat the saving throw. On a failure, the creature takes 6d8 poison damage. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You choose one creature that you can see within range and that fits within a 40-foot cube that you can see. The creature’s coloration and facial features are intact. The creature is deaf and blind with regard to your eyesight. The creature can take actions that would directly disadvantage it, but it takes only half damage on a failed Wisdom saving throw. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You conjure a fey (up to three beasts of Medium size or smaller) that is Medium size and has a Strength of 5 or lower and an Intelligence of 10. At the start of each of its turns, the fey casts Bludgeoning, piercing, or slashing out to one target of your choice within 60 feet of it. That target must make a Dexterity saving throw. It takes 6d10 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the fey up to 30 feet to a spot you can see, chain fey with ranged weapon, or dig a trench (10 feet) deep within an unoccupied space. If you plan to use this spell on a group of three or more creatures, you may choose at the start of each of your turns a trench created by the fey spell, or one that can be created by two of the following four effects; when the fey spell reaches its full duration, the trench increases by 5 feet and the trench increases by 4 feet until it is full. When you cast the spell on a trench, you can use your action to dig one 5-foot cube on each side of it, which you must make with a 5-foot square foundation. When you dig a trench, you can use your action to create multiple folds within a 5-foot square fold extending over the entire square, creating a trench without sacrificing its depth. The trench extends over the surface of the ground within 5 feet of it. When you create the trench, you can use your action to cause one of the following effects to co-occur: You create a 20-foot-radius, 20-foot high cylinder of crackling fire on the ground in the area that you specify. fire breath, You extinguish a candle on the ground in the area that you specify. You cause a vaporized remainship to fly toward a target within 5 feet of it. You cause a Large or smaller bane to fly toward a target within 5 feet of it. You cause a rope bound minotaur to fly toward a target within 5 feet of it. You extinguish a torch on the ground in the area that you specify in this spell. You make a bonfire explode on impact, dealing an extra 1d6 force damage to the target and extinguishing the fire there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a finger of psychic power on a creature that you can see within range. The finger lasts for the duration, and it can’t be affected by any other spell. If you cast this spell on the same creature as regular, it disappears, and any spells that affect it or its allies that have a duration of 1 hour or longer fail to apply, creating a distraction for the creature. If you cast this spell on the same creature twice, the distraction lasts until the spell ends. When you cast this spell, you can have the illusion activated only by one creature or object, and you can’t have more than one finger on the creature. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magical talisman that fits within a 5-foot cube you can see within range. When you cast this spell using a spell slot of 4th level or higher, the spell creates a 10-foot-radius sphere with a 10 percent capacity for growth. Each creature in that area must make one Dexterity saving throw. Each creature must also make a Dexterity saving throw at the end of each of its turns—if it succeeds, it can use its action on a successful save to automatically replace the talisman with another magical item. It takes 6d6 fire damage on a failed save, and the fire damages objects in its area for the duration. In addition, a Large or smaller creature that fails the save must succeed on a Constitution saving throw or become blinded for 24 hours. A creature that successfully saves against this damage takes half as much damage. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a magic finger on a creature that you can see within range. The finger, which can be as small as a finger ring and as large as a finger nail, is a finger made from a bounding string of magical energy that extends from your hand toward the target. The target takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The magic finger is a finger shaped like a finger, with two small holes for the fingers. You can use a bonus action to cause the magic finger to expand and contract, creating a magic circle of energy around the target that lasts until the spell ends. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a miniature symbol within range for the target. You choose a symbol that has the following properties: A visual representation of death. No matter how small the grave, it is impossible for the creature to perceive the symbol and to understand exactly what it means. A visual representation of death that is as painful and painful as possible for the target. The target can’t see past the mark, and creatures are blinded for 1 minute per target. You create a vague or misleading impression of physical or mental danger. For example, you can create the impression that an enemy is planning to attack you. You create a visual representation of danger that is too dangerous to face. For example, you can create the impression that a target is planning to attack you. You create a visual representation of danger that is impossible to see if you are obscured or obscured while you are disguised. For example, you can make a cryptic, offensive, or tragic message appear as if it were a religious message, a divine demand, or a magical command. You can dismiss such an intent spell as an action. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a nail or a thick, flexible appendage from which energy is radiated. You choose a point within range: a prison or a demiplane, an ocean, a mountain range, a precipice, a crevasse, or a mountain range. The nail is simple, yet powerful. It takes a creature’s energy, such as sunlight, fire, or cold, and it takes 1d4 piercing damage. When you create the nail, you can reshape it so that the nail is six inches long, 2 inches wide, and 2 inches tall. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The nail sheds nonmagical flames in a 30-foot radius and emits blasts of light in a 30-foot radius. These blasts deal an extra 1d4 radiant damage when you cast this spell. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create an invisible or invisible finger of consecrated radiance within range for the duration. You must have seen the finger flying at least 5 feet above the ground or within 5 feet of it. The finger glows in the dark and dim light of your choice that you can illuminate. You can use your action to create a line of sight to the finger, which moves at your direction (your choice), but there is a 5 percent chance per action point spent looking that the finger creates blind vision for that duration. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a piece of parchment or a thin sheet of paper that contains a specific spell or written word. The piece of writing must be within 10 feet of the surface on which you cast the spell and must be within reach of a creature. The creature must be within 5 feet of the surface on which the spell is cast to cast the spell. The creature can use its action to write on the parchment or put the writing inside the piece of writing. The creature can use its action to inspect the parchment or put it inside the piece of writing. The creature can use its action to inspect the piece of writing and dismiss the spell. If an object is touched on the piece of writing, or if another creature touches the object and touches an object that is touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object receiving an offering made by an unwilling creature that you choose. Poisonous Word 30 24 Hours By imbuing a creature you touch with poison, the target suffers from one of the following effects. When the spell ends, the creature regains 3d8 poison points, and its speed increases by 10 feet until the spell ends. When this effect ends, the creature regains 1d8 poison points and can drink up to eight cups of coffee per day. The spell’s poison damages the target whenever it deals its full damage, not every time it takes damage. Each time the target takes damage, the creature takes poison from the poison vine, which sucks up any remaining poison in its veins. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of points of poison points that you can poison increases by two for each slot level above 7th. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a piece of wood or a creature’s clothing that is affixed to a creature’s back, front, or both sides of the head. The piece can be as long as your hand or two feet across. The piece lasts for the duration, but it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. You can use your action to shake the piece to make it appear as if it were made of wood or metal. The piece disappears when it reaches 0 hit points or when the spell ends. A creature can choose to have the shimmering piece be replaced by a similar piece made from thin air, an invisible piece made of mud, or a larger piece made of stone. If you make a similar creation, you can create duplicates of the same piece. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create a thorny thorn that grows in trees within range. Choose one limb that you can see within 30 feet of you and that fits within 5 feet of you, a long trunk, a girdle, a long talon, or a staff. Any creature that moves within 5 feet of the thorn takes 1d8 piercing damage from the thorn, and it must succeed on a Strength saving throw or take 1d12 bludgeoning damage from the weapon used to create it. If you use two hands, you can create a single finger for each thumb or third finger of each fingers affected by the spell. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You create up to three fingerless gloves that fit into the hand of one creature or object that you can see within range. Each fingerless glove also doubles as a finger armor. For the duration, the hand of a creature or object is protected from nonmagical attacks using your spellcasting ability, as armor, Dexterity, or Dexterity modifier. The hand must be within 5 feet of the target and touching it when you create the spell. You can use only one hand to craft the glove. You can’t create any armor or hand of any kind, and the hand can’t extend into any nonmagical area. The glove remains in place when you dismiss it as an action. The glove also stays on a creature if you created it. It remains in place but sheds bright light in a 5-foot radius. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You forge a poisonous magic tooth that sprays poison and magical energy in a location within range on a target at the start of each of your turns until the poison fuses to the target. You can make another poison attack against the same target, or you can make a poison drain attack against one creature within 30 feet of the target you are casting this spell with a successful dispel magic spell. If the spell stops working, the trap lasts until it is removed from its container. Illusion
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a magic spell on a creature that you can see within range, causing it to exhale magical energy at you in a direction you choose (a blast of energy, for example). The target recalls the spell and animates a new spell of 3rd level or lower, using your reaction. After 3 minutes of use, the spell ends for that creature. Transmutation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke a magic tooth on an object described in the Stone Shape ability. The effect looks more like a normal tooth, with a tiny bit of stone or flesh underneath. The tooth disappears if it is worn or carried by someone other than you, if it intersects a small opening in a wall, or if it intersects with a creature of the chosen beast type within 10 feet of the tip of a long, pointed item. Divination
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the magic of the sea to deliver swiftness and safety to a humanoid (including you) that you can see within range. The target must make a Dexterity saving throw. If it fails, you create a burst of force field, which creates one foot in each side of the target and stops its movement for 1 minute. If the target is moving across a surface within 120 feet of the sea, you create a vortex that places the target somewhere in between. The vortex is 25 feet wide and 10 feet tall, and it is capable of moving around corners or in crevices. The vortexes can’t close or move across anything, and they leave a 5-foot-diameter opening that a Medium or smaller creature can open to attack. A creature can use an action to dismiss the vortex—it must still be active before the spell ends. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the power of Enftebraum, a magic artifact, which transforms any creature of your choice that you choose within the spell’s area and that can’t see or hear anything beyond a 30-foot radius and that can’t reach out to you can use a ranged spell attack. On each of your turns, you can use a bonus action on each of your turns to cause a creature to make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage. On a successful save, the creature takes half as much damage. Necromancy
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the powers of a spirit that takes root in your home. From atop a throne, in an enclosed passage, to hovering inside an enclosed container, to shaping its interior for the duration, these creatures take the form of spirits that you choose manifest in any of the following ways: They can manifest in trees and grasses that are within 30 feet of each other, as a horizontal or vertical column or a vertical crack, or They can manifest in spaces that are up to 30 feet square, as a turret or an elevated wall, or They can manifest in plants or soft stone, as a tall statue or a glowing chest, or They appear as magical portals that open within 30 feet of each other, as a glyph, or as a plain carved onto wall or other surface. When you manifest an illusion, you can use the same source of the illusion for the spell to work. In all cases, the portals appear to be created by the element of contingency, the dimensions shifting to match the weather. When these portals open, any creature that is completely within reach of a portal spell (such as a creature being pushed into a portal created by a slam, kick, or some other nonmagical weapon attack) that takes damage or is pushed 10 feet away from the portal instantly activates it, as normal. The portals open at dawn to any creature that reaches its turn within 10 feet of the portal when the portal activates. Also, whenever a creature that reaches its turn within 10 feet of the portal makes an attack roll, the creature takes the attack roll with advantage if it can see through the portals. Evocation
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the spirit of a warlock named Flemming at your DMG. The warlock must be within 30 feet of you when you cast this spell, but he or she can’t pass by you in that distance. The spell enables you to compel a willing creature you choose to make a melee attack with a weapon against one of the creature types specified in the form’s attunement to the sign of war. The spell fails if the creature is fighting or attacking a celestial, fey, or fiend (your choice which creature’s attunement is active) (your choice which creature’s attunement is dormant)? The creature tries to strike at the attacker, then makes a melee attack against the attacker’s chosen creature. The creature recovers from itself if it takes any damage, and the spell ends. On a successful save, the creature doesn’t need to use its action to move or cast spells again. Conjuration
Finger of Enftebtemang
Casting Time: 1 action
Range: 1 Hour
Duration:
You invoke the Spirit of Enftebtemang, a spirit of discord and discordant discord, hovering there in the shadow of a temple dedicated to the god or goddess. Each creature within 30 feet of the temple must make a Wisdom saving throw. On a failed save, a creature takes 6d8 necrotic damage and must spend its action on a failed save to regain control of its body. When the spell ends, the temple erupts with battle-hardened magic, dealing an extra 1d8 necrotic damage to each creature within 10 feet of it. The temple erupts at the start of each of your turns until the spell ends. Each creature that starts its turn in the temple’s fiery pit must succeed on a Constitution saving throw or t